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.