At KotL, we offer many options the standard MUDs do not offer. We
have a great deal of custom code from nearly fifteen years of
development. Below is a brief explanation on the more unique things that
we have to offer. If there is anything you would like explained a bit
better that is not discussed here, please feel free to let us know and
we will add it! This is not a list of everything Kingdoms of the Lost
has to offer, but it gives you a good look at our systems and hopefully
answers some questions for you along the way.
Auto-Quest
System: Auto questing is not new, or original to MUDs. Here at KotL
however, we offer a few unique twists. As our story tends to revolve
around distinct kingdoms with different starting cities, we offer a
different quest master at each of these capitals. Each of these quest
masters has a unique list of quest items and uses a different type of
quest token. Questing has a ten minute interval regardless of which
quest master you go to. We also have two rune stones that help with
questing. One will lower your timer by 10%, and the other gives you a
higher chance of earning up to 10% more tokens each quest.
Rune
Stone System: Rune stones are random drops from killing creatures that
will automatically appear in your inventory. Each character on the mud
has 10 rune slots available to be applied to their body. There is a wide
variety of available impacts such as higher stats, new skills, improved
resistances and much more.
Runes can be partially
identified by any mage, however the full benefits can only be identified
by the Rune Master class. Once a rune is tattooed, the affects are
instant. However, if ever you wish to use a new rune, and have run out
of space, you will have to destroy an existing one - so choose
carefully! Some runes are usable by all classes, while some are class
specific.
Socket System: Gems and Mob Moxes are items
similar to Rune Stones in that they also have a chance of appearing on
mob kills. A gem can be any shade and the effects are completely random.
They also come in multiple sizes, from very tiny to incredibly large.
There could be as many as six effects on it, or just a single effect. In
order for a gem to work, you must socket it into a weapon or piece of
armor. This is where the size comes into play. With the help of the
socket master, Hease in Tolin, you can add sockets to your gear.
When
socketing a gem, only one that size or larger can be placed in the
item. Beware, as placing one in that is too large will cause it to be
chipped down to fit and the effects will be reduced. Mob moxes are
equally random, but the great thing about them is that no matter the
size of the socket, it will fit perfectly.
Of greater
value are quest moxes. They hold a specific set of stats on them, doing
the same each time. They will also fit into any socket slot. Quest moxes
can be removed for a small fee, however gems and mob moxes are there
for life - so make sure to plan ahead. Some things a gem can randomly
add: hit points, mana, move, resistances, ac, hit and dam rolls, stat
points, and more.
Claiming, Unclaim and Gift: Claim
will allow a person to stake a 'claim' to a weapon, for 500 gold.
Claiming a weapon, armor, or anything else they want allows a person to
recall it to their inventory if it should be lost or forcibly disarmed.
By typing reclaim all, or reclaim <name>, it will be brought back
to you for free all safe and sound.
Like Claim, Unclaim will null the ownership of it once you no longer wish to keep the item. This also costs 500 gold.
Gift
works on Claimed items. Sometimes, Claimed items that you no longer
wish to have can be sold. This is a secure way of transferring
ownership. This also costs 500 gold.
Runic Gear: Runic
gear is equipment that is found all over the game but has a certain
state to it. These items can be procured from mob drops, quest items or
custom equipment. Runic gear is unique in that it levels with you,
gaining strength as your character gain strength. Regardless of your
level, it will revert to your current level when you either log off and
back in, or when you gain a level. Runic items are nice, because you can
keep them through out the game, without worry of needing to find new
gear every few levels. Some examples of runic gear include Gem Scale
equipment , Crystal weapons, Sandstone Earrings, and more.
Role
Play Experience, or RPXP- We highly encourage role-playing at KotL and
the system rewards it with role play points. RPXP is randomly earned
when a group of two or more players begin to interact with one other.
The points earned depends on how many people are involved, how many
points you already have and what level you are. The higher each of those
values is, the higher the attainable RPXP amount is. RPXP can be used
to purchase things such as mortal spellups, a colored last name,
marriage certificates, hand fasting ribbons (used to propose, rather
than a ring) and even experience points.
Customized
Armor and Weapons: Through the garnering of quest tokens, you are able
to have a custom weapon or armor forged. On top of being able to create
the custom runic gear, you are able to name it to whatever you wish and
set the long and short descriptions on it using a restring command. A
custom item does not have to be completed all at once, but you control
the types and amount of stats that get applied to it through other token
expenditures. There are extensive help files in the game to show what
types will be needed to add certain affects. Examples include
improvements to hit points, manage, armor class, damage and more.
Multiple
Mana Pools for different classes: Each class is different and one of
the ways this is represented is by the mana pools used in a spell that
is cast. Everyone has access to colorless mana, but priests use spirit
mana. Some of the later classes may gain access to certain pools of mana
and spells as well. Scout classes rely on the elements - so they have
spells that may require different levels of fire or wind mana.
Circle,
Memorization: As you earn spells, you are required to practice them,
but before you can use them you must also memorize them. Memorizing
takes only sitting down and typing memorize 'spell'. To memorize a two
word spell, make sure to use the commas around the full spell name. Many
people make this mistake early on - but it is avoidable.
When
you memorize a spell, it goes into a 'circle' of spells, dependant on
the level of the spell. The higher the spell level, the fewer you can
memorize for that circle at a single time. Some circles allow you to
memorize up to 10 spells at a time, while still others will allow only 1
or 2. You can forget a spell however, in order to memorize a new one.
This is always handy should your circles become full.
Tiering:
KotL offers a base of five classes: Rogue, Mage, Scout, Fighter, and
Priest. From those five classes, you are offered 50 levels to gain
before your character is maxed out. Upon reaching level 50, you can
choose to tier. Tiering offers you a choice of 2 more classes, dependant
on the class you all ready are. For instance, if you are a fighter at
level 50, you will be given the choice to 'tier' into a warrior or a
knight. Once you choose which path you wish to take, you will be reduced
to a level 1 character again and the process starts over. However, from
here, you will not max out until level 100, instead of 50.
The the tier process repeats itself, until you reach the 4th tier - where you select your final class.
Evolving:
Like your classes, your beginning chosen race has the ability to evolve
into a higher being of that species. The exception to this is human,
which has higher base stats, but they max out fast, and have no up room.
Each race's evolution is dependant on their stat gains. A race is given
a max for the stats you gain, and once all of your stats (with the
exception of Charisma) are maxed out, you are given the choice to
evolve. Unlike tiering, there is no choice to make. You can only evolve
to 1 type. You can evolve twice, giving you three total races to play.
The higher the evolution, the higher the max stats are.
Hair
Growth, Scars and personal touches: In our creation code, the MUD asks
about both facial hair and regular hair. As time passes, these things
tend to grow as well. You can attain scars through combat. These are
just some of the small touches that we try to provide for your
characters as they build their stories with us.
Legendary
Equipment: These items take on a rather noticeable life of all their
own. Legendary equipment will literally come to life, as it interacts
with the people in the room. Some are blood thirsty, others show
thieving qualities, while some have the mindset of sirens, and are
attacted to good looking men. These items can be found in game play, and
added to any existing weapon.