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.
 
 
