Welcome to Lands of Chaos. This is a very advanced PK mud. Here are some of the features: --> Full ANSI, configurable colors; easy to turn ANSI off if you don't like it or prefer black and white. All colors selectable. --> A fully operational over head map system. 10x35 grid shows rooms, sector types, other players of your same alignment, and mobs. --> Guilds; join the Assassin's guild for example, gain +1 dex, increase your backstab bonus and dodge. Six guilds, more coming. --> Clans; form your own social group and build your own clanhouse. Buy guards, bankers, even bartenders. Clanlockers are free to use, too! New online mortal building system for clanleaders allows the clan to expand and buy guards even if there is no god online to help! --> Full locker system; for a small fee, you may store up to 30 items in the bank, as well as any coins you may be carrying. Clans get a free 30-item shared locker with no usage fee. New feature: If you can get past the clan guards of another clan, you may raid their locker. --> Full good/evil roleplay similar to MUME. If you are good, you will see evil players as +* An Evil Elf *+, etc... Full TOPTEN warpoints chart, as well as a person trophy showing which players of the opposite alignment you have killed, how many times, and at what level they were. A top RATINGS list, too, to show the most powerful players in the game. --> A heartbeat regeneration system; you won't be waiting for an hour to get back a few hit points. Also, your hit points/mps regenerate every 4-5 seconds, and regeneration is not synchronized with the mudhour ticks. --> Full Arena combat system; for those of you who don't want to risk the experience and/or items on the real battlefield, or perhaps just duel for an item or your ego, you can challenge a player in the arena. Other players may bet on the fight, and there is no penalty except humiliation for losing in the arena --> Accurate consider command... it actually runs a simulation of the battle and gives you hints at its outcome. Group consider is now in and working too, allowing you to see an estimate of how well your group would do against a specific mob. --> Over 120 spells and skills; learn slashing weapons and gain bonuses to your attack bonus with a longsword, etc... or learn how to be more proficient turning a dry corpse into a tender cut of steak... ;> Full learn-by-use system on spells/skills/weapons. --> No super +5 damage items; your character is really yours, and can be enhanced with equipment, but not made all-powerful. For instance, you cannot make up for having 5 strength just by wearing equipment, or you cannot become super-intelligent just from wearing some crazy robe. --> Full configurable options; ignoring gossip, arena battles, disabling arena challenges, to ignoring specific players, toggling safety from attacking others and even a windowed-screen option. Three seperate levels of Spam-mode, can be toggled through to reduce text spam and make battles easier to follow. Configurable or pre-made prompts with full help on how to make your own. --> Easy to use helps, sorted by what kind of functions they are (ie: commands used in stores, informational commands, fighting commands, etc.) Most commands give you the syntax if you type them with no arguments after the command. --> Full online building; mobs, items, rooms, linking, everything. Easy to use commands such as West dig which creates and links the room in one simple step. Anyone who has attained level 18 or higher may apply to build a zone as well as play the mud. Huge measures have been taken to ensure no cheating takes place, and be warned; a builder is not an immort who can do what he/she pleases --> Unique mana system with natural character mana and gems; certain gems only cast certain spells (for instance a fire gem will not cast create spring, and an earth gem will not cast fireball). --> Moderately intelligent mobs, but not to the point where it becomes frustrating and not fun. Same goes with reality; we draw the line right between convenience/fun and reality. We don't claim to be a realistic mud; if you want realism, go play Mume or Thunderdome or better yet, go outside (and get hit by a bus) --> Full aliasing for those without tintin, tinyfugue, etc. For those worried about tintin hunting we have commands such as RUN which basically nullify tintin action hunting as well as several other measures. Also, sometimes you flee 2 or even 3 squares, which further prevents a hunter using tintin++ autohunt. --> Full remorting; choose your own stats that increase, add + natural damage to your character or gain extra practices, nullify hunger and/or thirst, all by remorting. This of course is insanely tough (remort is at level 50) but hey, we got it. --> Full offline player finger lookup. Wondering when your friend last logged on? Wonder if Frank that everyone is talking about is good or evil? Simply finger the character in question; no need for him/her to be online at the time. --> You just died? The mud just crashed? No problem Corpses save over crashes and reboots, and will be there when you log in after the crash. Crashes are becoming very infrequent now after hard debugging, and when the mud does crash or reboot, average time till it's up again (full startup time) is about 17-20 seconds. --> Limited items; I can't stand the muds where ever high level player has the exact same equipment. Therefore, there are quite a few limited items in the game, which ensures that good equipment is kept hard to get and worth fighting for. Limited item check also keeps track of players offline, so it is virtually impossible to have more than the alloted number in play at once. I should mention that there are enough limited items for all the high levels, and the purpose of limiting items is not to penalize but to provide variety Also, there are no level-limits on any items or areas. --> Convenience commands like autoexit, autosplit, autoloot, autosac, autogold, scan, look to see mobs, where, autoassist, world, info, attribute, affect, and more... --> An IDEA command that allows players to submit ideas. The output is written to a file, which I read almost nightly. Many people are suprised when they find their ideas implemented in a day or two. For obvious reasons, I cannot implement every idea, but if it sounds good to me and the majority of players it usually goes in fast --> Semi-Frequent Quests; fight in a large battlezone against multiple players... a basic free-for-all. Unlimited amount of players and mobs can exist in the battle zone. There is no experience or equipment loss for death in the battle zone, and often some experience or items will be rewarded to the sole player left standing victorious. -->Full Mining system: Mine for different kinds of ore and go and forge your own equipment, weapons, shields, armors. Much much more then listed here. Comes check out the mud and find a new addiction.
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