Dark Hope is built on the premise that MUDding should be fun, first and foremost. Dark Hope pushes the limits of what a MUD can be. While there are plenty of "quality of life" features, most of the core elements of the game revolve around the mantra: "How cool would it be if we did this?" The game is sent in a fantasy realm filled with fantastic beasts spread across 3 distinct areas. The skills and spells run the gamut from the typical attack skill or protection spell, to skills that grant a bonus to experience gained, or a permanent boost to the power of casted spells, to trapping your foe in a tangle of thorns for continuous damage. But be warned, combat is not easy and just as you can break a goblin captain's leg, so to can he break your arm and force you to drop your weapon. But busting out an 8 hit combo on your adversary and watching them reel from the impact never gets old! If you want sutffy gameplay and imms who care more about the struggle and "balance" than actual fun, Dark Hope is not the place for you. If you would prefer to not be forced into an RP world, or if you prefer RP and would like to find a place where those types of players are accepted Dark Hope is the place or you. RP or don't it's your call. If the idea of having a personal mascot that you can customize, gains levels with you, gains skills and has their own unique equpment, and is unique to you sounds appealing, if you think you can handle weilding an artifact - an item taken from the very gods themselves - and handle the consequences of such an decision, then Dark Hope is just the kind of place you've been looking for!
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5.0 / 5.0
3 reviews
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1997
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fantasy
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