About KotL
At KotL, we offer many options the standard muds do not offer. We have quite a few unique bits of code, as well as changing around the way some older things are done. Below is a brief explanation on the more unique things that most people don't see on the average mud. If there is anything you would like explained a bit better that isn't listed, please feel free to let us know, and we will see about getting it placed here.
|
Auto-Quest System- Auto questing is not new, or original to muds. It's found on most muds, in fact. Here at KotL, however, we offer a unique way of questing. As we are a kingdom based mud, with several start up cities, we offer a different quest master at each city. Each of the 9 different quest masters has a unique list of quest items, and uses a different currency of quest tokens. Questing still has a 10 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. We also have a list of all the gear currently available here. Rune Stone System- Rune stones are something we had in the works for quite some time, but they kept getting back burnered. Finally, we were able to finish this system, much to the delight of our players. Rune stones are stones that will randomly drop when a mob dies at your hands. It will automatically appear in your inventory, however, it will send a message to you that a valuable rune was found. Each character on the mud has 10 rune slots on their body, and they can 'tattoo' a rune to them, for new benefits, higher stats, new skills, improved resistances, and more. Rune's can be partially identified by any mage, however, the full benefits can only be identified by a Rune Master. Once a rune is tattooed, the affects are instant. However, if ever you wish to use a new rune, and have to remove one, the removed rune will be null, and just disappear from your inventory. Some runes are usable by all classes, while some are class specific. Fighter only runes can be sold for a pretty penny on auction, as can some of the higher casting mage only ones. Some runes include the Travel Rune, which allows you to recall to any of the kingdoms, or the priest only rune that allows you to dual wield. Gems and Moxes- Gems and Mob Moxes are items similar to Rune Stones, that also drop on mob kills. A gem can be any shade, and the effects are 100% random. They also come in multiple sizes, from very tiny to very large. Regardless of the size, tiny or large, it can hold any of hundreds of effects. It might have as many as 5-6 effects on it, or just a single effect. In order for a gem to work, and give you the stats, you must socket it into a weapon, or piece of armor. This is where the size comes into effect. With the help of the socket master, Hease in Tolin, you can add sockets to your gear. The sockets will give a size, such as medium or extra large, and it assigns a numeric number which you can't see. The gems in your possession also each hold a numeric value, which again, you can't see. When socketing a gem, only one that size or larger can be placed in the item. However, beware, as placing one in that is too large will cause it to be chipped down, and the effects will be lesser. Mob moxes are equally random, but the good thing about them, is that no matter the size of the socket, it will fit perfectly. Also available, are quest moxes. Quest moxes are the best, hands down. They hold a specific set of stats on them, doing the same each time. They, too, will 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 your decision wisely. Some things a gem can randomly add: hit points, mana, move, resistances, ac, hit and dam rolls, stat points, and much much more. Claiming, Unclaim, Gift, and Owner- Claiming is something we have had in place for quite a while, along with Gift. Claim will allow a person to stake 'claim' to a weapon, for 500 gold. Claiming a weapon, armor, or anything else they want, allows a person to recall it to their body if it should be lost, or disarmed. By typing reclaim all, or reclaim <name>, it will be brought back to you for free, and end up in your inventory. Like Claim, unclaim will null the claim on it once you no longer wish to keep the item, or when it's value has been lost for you. This also costs 500 gold, and once done, you can no longer reclaim that item. Gift works from claimed items. Sometimes, claimed items that you no longer wish to have can be sold. However, due to the claim, people were able to sell things, and reclaim them, thus cheating the other person out of the gold. Gift is a way to take a claimed item, and change the person who can reclaim it. This also costs 500 gold. Ownership is something that was just recently put in. Basically, it makes it so that any runic item (see below) in the game can not be transferred around like pez. Once a person gains a level, or logs on and off with a runic item in their inventory, or on their body, it is irrevocably owned to that person. Owner goes above and beyond claim, in that it can not be removed. Only the owner of a weapon can touch it, pick it up, drop it, wield it, wear it, etc. This has been put in to stop the large amount of people who swap gear to make 1 bad ass player out of 4 mediocre ones, as well as to stop people from logging in, dropping gear, and grabbing it from an alt. Because each item is generated completely randomly, there is no way to predict just what a gem or mob mox will add, until it is identified by a mage who has grand mastered the spell. Runic Gear- Runic gear is game that is found all over, be it mob drops, quest items, or custom items. Runic gear can not be purchased for gold in any normal shop, unless previously sold by another player at the shop. Runic gear is unique, in that it levels with you, gaining strength as you 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. Runic gear is not called Runic for it's actual names. Some instances of runic gear are Gem Scale things, Crystal weapons, Sandstone Earrings, and more. Most seasoned players can give more names if asked. Also, if a runic item is on auction, it will state that it is runic. **Due to abuse of the runic gear, it has recently been changed so that you can not wear it until you hit the starting level of that item. This is mainly because so many newbies were being coerced into buying full sets of gear they shouldn't have access to at such an early stage in the game. ** Role Play Experience, or RPxp- We highly encourage role play here at KotL, and also reward it with role play points. Role play points are randomly earned when a group of 2 or more begins to interact with each other in an IC way. The points earned depends on how many people are involved, how many points you all ready have, and what level you are. The higher each of those are, the higher the amount you can earn each tick is. RPxp can be used to purchase things, such as mortal spellups, a colored last name, house deeds, marriage certificates, hand fasting ribbons (used to propose, rather than a ring), and experience points. RPxp can be converted 1:1 for experience up until level 175. Customized Armor and Weapons- Through the garnering of quest tokens, you are able to have a custom weapon, or armor, forged. This is all automatic, once the tokens are earned, and the weapon will end up in your inventory. 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 restring. The statistics on the custom gear is all done by you, as well, for the cost of more tokens in assorted colors. A custom item does not have to be all done at once, however, each thing you add, you can only do a set number of times. There are extensive help files on the game to show what types will be needed to add certain affects. Some things addable are hit points, mana points, movement, stats, resistances, armor class, and saves. Resistance can only be added to armor, not weapons, however, it will give you up to 75% resistance to 1 weapon type, which makes that weapon pretty useless against you. Multiple Mana Pools for different classes- Each class is different, however, magic can and does touch us all. Different spells are assigned to different classes, and each class uses a different type of mana to use those spells. The only common factor is colorless mana. This type of mana is the most commonly used, for religion spells, telepathy, and more. As you level, you will earn only the mana pools you use, rather than earning mana you'll never use. However, gear gives mana as well, so at times, you will still garner useless mana to yourself. 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, USE THE COMMA'S AROUND THE FULL SPELL NAME. I can't stress that enough! We get bug reports daily on people not able to memorize, because they fail to use the comma's. Without them, it will default to the first word, and the first spell starting with that word. 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 less you can memorize 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, should your circles become full. Tiering- KotL offers a base of only 5 classes, Rogue, Mage, Scout, Fighter, and Priest. From those 5 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 made into 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 process repeats itself, until you reach the 4th tier, which is the highest. It maxes out at level 200, and is easily the most powerful. As a side note, the mage classes will cast spells times tier. If you are tier 2, your fireball spell will do double damage. If you are 4th tier, it will do 4x the damage. This is one way of making the mage classes stronger as you go. Mages are in fact, very hard to start, but they do get stronger. Evolving- Like your classes, your started selectable race has the ability to evolve into a higher being of that species. The exception 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 3 total races to play. The higher the evolution, the higher the max stats are. Gems, Runes, and Gear do NOT affect your ability to evolve. The stats they add do not affect your base, just your adjusted, the same as if a spell was cast on you. Some stats give new abilities if the stat is high enough through adjusted, however. Hair Growth and Trimming- In our creation code, the mud asks about both facial hair, and regular hair. For regular hair, you are asked how long, and what style you wish to wear it in, as well the color. With our hair growth and trimming, you are able to restyle your hair later one. Similarly, it will grow if not trimmed often enough. This is for both facial hair, and regular hair. Legendary Equipment- New equipment has recently been added, which takes on a rather noticeable life of it's 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. |