<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Mud Suggestions on SlothMUD</title><link>https://forum.slothmud.net/updates/mud-suggestions/</link><description>Recent content in Mud Suggestions on SlothMUD</description><generator>Hugo -- gohugo.io</generator><language>en-us</language><copyright>© 2026</copyright><lastBuildDate>Fri, 07 Feb 2025 18:30:57 +0000</lastBuildDate><atom:link href="https://forum.slothmud.net/updates/mud-suggestions/index.xml" rel="self" type="application/rss+xml"/><item><title>Revisiting suggestion - extra damage messages</title><link>https://forum.slothmud.net/updates/mud-suggestions/revisiting-suggestion-extra-damage-messages/</link><pubDate>Fri, 07 Feb 2025 18:30:57 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/revisiting-suggestion-extra-damage-messages/</guid><description>&lt;div class="post" data-post-id="40146" data-author="cnl" data-date="2025-02-07T18:30:57+00:00" data-subject="Revisiting suggestion - extra damage messages"&gt;&#13;&#10;&lt;p&gt;I think Bel suggested this a while back. I would like to see 2 damage levels above viciously&lt;/p&gt;&#10;&lt;p&gt;I suggest annihilates and obliterates but I don&amp;rsquo;t really care too much what they are. as long as they&amp;rsquo;re not all caps.&lt;/p&gt;&#10;&lt;p&gt;(while we&amp;rsquo;re here, it would be nice if iprotect could be extended to protect give command)&lt;/p&gt;&#10;&lt;p&gt;:)&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="40148" data-author="cnl" data-date="2025-02-08T01:32:46+00:00" data-subject="Re: Revisiting suggestion - extra damage messages"&gt;&#13;&#10;&lt;p&gt;You annihilate the Shadow Demon with your cleave.&lt;/p&gt;&#10;&lt;p&gt;Tau annihilates the Kobold Sage with his pierce.&lt;/p&gt;&#10;&lt;p&gt;You utterly annihilate the Shadow with your slice.&lt;/p&gt;&#10;&lt;p&gt;Fuligin utterly annihilates the stray dog with his zap.&lt;/p&gt;&#10;&lt;p&gt;You obliterate a scruffy hobbit with your sting.&lt;/p&gt;&#10;&lt;p&gt;Stun obliterates Elena, Keeper of the Gardens with his crush.&lt;/p&gt;&#10;&lt;p&gt;or obliterates from existence?&lt;/p&gt;&#10;&lt;p&gt;&amp;ndash;&lt;/p&gt;&#10;&lt;p&gt;it&amp;rsquo;s kind of funny of course because these terms are so hyperbolic - obliterates implies the instant end of the mob, and even massacres to small fragments implies that mob is pretty much done for.&lt;/p&gt;&#10;&lt;p&gt;a mob like Luci can take a lot of viciously massacres - implying he&amp;rsquo;s not actually being viciously massacred.&lt;/p&gt;&#10;&lt;p&gt;you could base the messages on damage done / mob total hp but i think people are too set on the current method to bother with that.&lt;/p&gt;&#10;&lt;p&gt;You visibly score Lucifer with your slash. If viewed from the appropriate angle and the light is just right.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>engage mob success should be 100% when not engaged</title><link>https://forum.slothmud.net/updates/mud-suggestions/engage-mob-success-should-be-100-when-not-engaged/</link><pubDate>Fri, 13 May 2022 17:52:02 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/engage-mob-success-should-be-100-when-not-engaged/</guid><description>&lt;div class="post" data-post-id="39945" data-author="cnl" data-date="2022-05-13T17:52:02+00:00" data-subject="engage mob success should be 100% when not engaged"&gt;&#13;&#10;&lt;p&gt;This is a pretty minor inconvenience, but my suggestion is if using engage to start fighting a mob, and player is not already in combat, I suggest the success rate should be 100%&lt;/p&gt;&#10;&lt;p&gt;It makes sense that if switching targets that there should be a failure rate, but sometimes I initiate combat with engage mob when not fighting anyone and it&amp;rsquo;s rather funny that I fail. Maybe Fuligin is pretty near-sighted and attacked the bushes instead? haha&lt;/p&gt;&#10;&lt;p&gt;I use engage instead of assist, or sometimes engage just to start battles. I just want status to be fighting but not necessarily be lagged.&lt;/p&gt;&#10;&lt;p&gt;Assist gets you a quick hit on the mob but lags you until the next round of combat, engage has you enter combat but take no action until the next round of combat give me a moment to choose an action if wanted.&lt;/p&gt;&#10;&lt;p&gt;thanks&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>iprotect extended to give command</title><link>https://forum.slothmud.net/updates/mud-suggestions/iprotect-extended-to-give-command/</link><pubDate>Tue, 15 Mar 2022 00:46:19 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/iprotect-extended-to-give-command/</guid><description>&lt;div class="post" data-post-id="39897" data-author="cnl" data-date="2022-03-15T00:46:19+00:00" data-subject="iprotect extended to give command"&gt;&#13;&#10;&lt;p&gt;Hi,&lt;/p&gt;&#10;&lt;p&gt;It would be nice if it is possible to extend the iprotect command optionally to the give command.&lt;/p&gt;&#10;&lt;p&gt;I often give away my rafts, drinking containers and bags containing goodies when leading.&lt;/p&gt;&#10;&lt;p&gt;If iprotect applied to give I could either clasp the items or otherwise protect them.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Some minor newbie suggestions</title><link>https://forum.slothmud.net/updates/mud-suggestions/some-minor-newbie-suggestions/</link><pubDate>Fri, 23 Oct 2020 17:46:04 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/some-minor-newbie-suggestions/</guid><description>&lt;div class="post" data-post-id="39589" data-author="cnl" data-date="2020-10-23T17:46:04+00:00" data-subject="Some minor newbie suggestions"&gt;&#13;&#10;&lt;p&gt;HI. some newbie suggestions&lt;/p&gt;&#10;&lt;ol&gt;&#10;&lt;li&gt;consolidate isnewbie and newbie mode.&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;newbie&lt;/p&gt;&#10;&lt;p&gt;Newbie mode is now off.&lt;/p&gt;&#10;&lt;p&gt;isnewbie&lt;/p&gt;&#10;&lt;p&gt;Is_newbie mode is now off.&lt;/p&gt;&#10;&lt;p&gt;I don&amp;rsquo;t really know what the difference is other than isnewbie makes the hints go away - if they&amp;rsquo;re both needed perhaps a rename to clarify the difference.&lt;/p&gt;&#10;&lt;ol start="2"&gt;&#10;&lt;li&gt;starting spellbooks in guild - suggest make them single time read&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;I&amp;rsquo;ve started several characters to try out the different classes. but then I spend half an hour or more reading spellbooks in the guilds after getting the first couple of levels. In part it takes so long because I start doing other things while waiting for it to complete.&lt;/p&gt;&#10;&lt;p&gt;The other spellbooks you can carry I don&amp;rsquo;t mind, you can read them while doing regen, but perhaps the starting spellbooks could all be at least single reads. I ended up just watching a movie and sometimes typing read 2.spellbook. I tried to automate it via script and I&amp;rsquo;m sure folks have working scripts but the variety of names and messaging meant I just ended up typing it for the most part. I realize once I stick with a character this won&amp;rsquo;t be an issue but coming in and not knowing which class you want to play this takes a lot of play time away up front.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Auctioneer v3</title><link>https://forum.slothmud.net/updates/mud-suggestions/auctioneer-v3/</link><pubDate>Tue, 28 Aug 2018 18:23:25 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/auctioneer-v3/</guid><description>&lt;div class="post" data-post-id="38965" data-author="*Breeze*" data-date="2018-08-28T18:23:25+00:00" data-subject="Auctioneer v3"&gt;&#13;&#10;&lt;p&gt;I am currently redoing the auctioneer..&lt;/p&gt;&#10;&lt;p&gt;Any feature requests?&lt;/p&gt;&#10;&lt;p&gt;Note : I plan on fixing the issue where uncollected stuff stays there forever.. Not sure if I should make him reauction it or ship it for fee, junk it or sell it or what..&lt;/p&gt;&#10;&lt;p&gt;Plan on adding lots /batches of same item&lt;/p&gt;&#10;&lt;p&gt;Plan on adding the auction fee which is on the help file sign&lt;/p&gt;&#10;&lt;p&gt;Plan on a new command called suggest&lt;/p&gt;&#10;&lt;p&gt;and a new mode of consigning called&lt;/p&gt;&#10;&lt;p&gt;&amp;ldquo;consign token suggest 237&amp;rdquo;&lt;/p&gt;&#10;&lt;p&gt;&amp;ldquo;consign token suggest max&amp;rdquo;&lt;/p&gt;&#10;&lt;p&gt;&amp;ldquo;consign token 1234 2345 max&amp;rdquo;&lt;/p&gt;&#10;&lt;p&gt;Suggest will set the prices or show what the suggested prices are. Min will probably be suggested-10%&lt;/p&gt;&#10;&lt;p&gt;Suggested is average price item sells /sold for.&lt;/p&gt;&#10;&lt;p&gt;Max is max length of time for auction.&lt;/p&gt;&#10;&lt;p&gt;Not sure if I add search filter again.&lt;/p&gt;&#10;&lt;p&gt;Writing from my mobile so can&amp;rsquo;t make post more coherent atm.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Add other stats to pick from for avatar light</title><link>https://forum.slothmud.net/updates/mud-suggestions/add-other-stats-to-pick-from-for-avatar-light/</link><pubDate>Tue, 24 Apr 2018 04:32:49 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/add-other-stats-to-pick-from-for-avatar-light/</guid><description>&lt;div class="post" data-post-id="38739" data-author="Teron" data-date="2018-04-24T04:32:49+00:00" data-subject="Add other stats to pick from for avatar light"&gt;&#13;&#10;&lt;p&gt;Since personalization adds interest to the game and the avatar light is the one eq, which we can pick without compromising tons of other stats, I suggest adding all the other stats to the light choices:&lt;/p&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;hit/hand dam/weap dam&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;undead control/charisma/heal bonus/spell bonus&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;saves vs spells, petri, para, breath, poison.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;p&gt;Max stats would rock here, so maybe 1 max stat for 2 slots or all but max dex for 1 slot? Though we can discuss max stats later, lest it slow down this straightforward improvement.&lt;/p&gt;&#10;&lt;p&gt;Some of these are less useful, than others, but maybe we should let players decide for themselves, how they want to customize their chars to their playstyles.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Save state of loaded EQ to save it through crashes/reboots</title><link>https://forum.slothmud.net/updates/mud-suggestions/save-state-of-loaded-eq-to-save-it-through-crashes-reboots/</link><pubDate>Wed, 14 Jun 2017 15:05:34 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/save-state-of-loaded-eq-to-save-it-through-crashes-reboots/</guid><description>&lt;div class="post" data-post-id="38284" data-author="Teron" data-date="2017-06-14T15:05:34+00:00" data-subject="Save state of loaded EQ to save it through crashes/reboots"&gt;&#13;&#10;&lt;p&gt;Greetings.&lt;/p&gt;&#10;&lt;p&gt;Problem:&lt;/p&gt;&#10;&lt;p&gt;We spend hours of time and effort to cycle certain mobs and pop items, ranging from specs to biggest mobs in the areas only to lose loaded items on crashes/reboots. This is greatly disappointing and means that we waste hours of our life for nothing - even if playing a text game is a fruitful pursuit.&lt;/p&gt;&#10;&lt;p&gt;It means that to pop the item again, the players not only need to kill an empty mob - right now most mobs appear w/o eq - but spend the same time/effort to pop the item(s) again.&lt;/p&gt;&#10;&lt;p&gt;Solution 1:&lt;/p&gt;&#10;&lt;p&gt;Save the state of items in use on mobs larger, than 5mil, every repop (ideally, all mobs &amp;gt; 1mil)&lt;/p&gt;&#10;&lt;p&gt;When a crash occurs, load that state of eq.&lt;/p&gt;&#10;&lt;p&gt;If there were no items, allow the few of the items - mostly books/keys/etc- load on crash/reboot as they do now.&lt;/p&gt;&#10;&lt;p&gt;The only exception is choppers we pop: we typically drop them on the ground, since we need tons to lead large groups, especially, if taking into account breaking specs.&lt;/p&gt;&#10;&lt;p&gt;Solution 2:&lt;/p&gt;&#10;&lt;p&gt;Load items on kill.&lt;/p&gt;&#10;&lt;p&gt;It&amp;rsquo;d help if choppers on the ground remained on the ground as well.&lt;/p&gt;&#10;&lt;p&gt;Keeping spellbooks in the libraries might be helpful as well.&lt;/p&gt;&#10;&lt;p&gt;To demonstrate the problem, I am and will be posting items with:&lt;/p&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;which items were lost and how many of them&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;effort required to pop them&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;when it happened.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;p&gt;I&amp;rsquo;ll start with:&lt;/p&gt;&#10;&lt;ol&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;Before June 12th: I spent about 8-12 hours across 3 days to pop 30-40 specs total before they are poofed on crash. I pop another batch, and it crashes again. It crashed 3 times on me, and I kept popping specs, and then it crashed again. I popped them again. I wonder, if this is a sign of a mad addict, than a healthy person.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;June 12th:&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;Neptune pre-loaded eq on 150-200mil mobs.&lt;/p&gt;&#10;&lt;p&gt;A group of 6-7 spent at least 3-4 hours killing 1 200mil mob per run, which later popped.&lt;/p&gt;&#10;&lt;p&gt;There were 5-7 items I knew - about 3 were actually popped, not Neptune-loaded - that were lost in a scheduled reboot 24hr after the quest.&lt;/p&gt;&#10;&lt;ol start="3"&gt;&#10;&lt;li&gt;June 14th.&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;Ezekiel and I have spent at least 4-5 hours popping specs, solo, 2man and in a chop group.&lt;/p&gt;&#10;&lt;p&gt;About 20+ specs were lost in a scheduled reboot.&lt;/p&gt;&#10;&lt;p&gt;A found shaping peri.&lt;/p&gt;&#10;&lt;ol start="4"&gt;&#10;&lt;li&gt;Every time a crash/reboot happens, the fargate we enable manually is reset and not renewed.&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;It takes at least 5-9 min for 2+ 9x40 players to regen for the kill, and after the kill.&lt;/p&gt;&#10;&lt;ol start="5"&gt;&#10;&lt;li&gt;Countless times, when I have killed a big mob, went to bed, only to find that the MUD has crashed/rebooted, while I slept, leaving it a mystery, whether it loaded.&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;Sometimes I wonder, if I should bother with popping specs or enabling fargate.&lt;/p&gt;&#10;&lt;p&gt;Now I wonder, if I should bother cycling eq.&lt;/p&gt;&#10;&lt;p&gt;I invite players to share their stories of lost items: please tell us, when the items were lost, the effort required to pop them and how many of the items were lost.&lt;/p&gt;&#10;&lt;p&gt;I&amp;rsquo;d appreciate, if immortals fix this black hole of eq - and I&amp;rsquo;ll be providing feedback as long as this bug lives.&lt;/p&gt;&#10;&lt;p&gt;Thank you.&lt;/p&gt;&#10;&lt;p&gt;P.S. If someone wants to tell me that popping eq isn&amp;rsquo;t what we play for: play how you want, but do not tell me how to play the game&lt;/p&gt;&#10;&lt;p&gt;P.P.S. I&amp;rsquo;d like to note that some imms do:&lt;/p&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;save choppers, if they are on&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;re-enable fargate, if they are present - but not always&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;enable random extra bonuses.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;p&gt;However, this isn&amp;rsquo;t an imm rule, more a whim, and random extra global bonuses - except gempop - don&amp;rsquo;t compensate for lost pops, only for the loss of aged exp on mobs.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Lack of groups</title><link>https://forum.slothmud.net/updates/mud-suggestions/lack-of-groups/</link><pubDate>Wed, 31 May 2017 01:15:46 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/lack-of-groups/</guid><description>&lt;div class="post" data-post-id="38262" data-author="jarlaxle" data-date="2017-05-31T01:15:46+00:00" data-subject="Lack of groups"&gt;&#13;&#10;&lt;p&gt;We NPC to fill groups, I&amp;rsquo;ve logged on for the past week and have had 1 group, considering we can&amp;rsquo;t multi play and this is a group mud without the player base to support plenty of groups. It&amp;rsquo;s time to adept the mud.&lt;/p&gt;&#10;&lt;ol&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;Either open it to multi playing.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;Make NPC to fill a groups. I have lots of ideas if you want otherwise I&amp;rsquo;ll just keep my mouth shut if its a no.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;/div&gt;</description></item><item><title>Global bonuses and astrology quests</title><link>https://forum.slothmud.net/updates/mud-suggestions/global-bonuses-and-astrology-quests/</link><pubDate>Sat, 13 May 2017 17:39:40 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/global-bonuses-and-astrology-quests/</guid><description>&lt;div class="post" data-post-id="38247" data-author="Teron" data-date="2017-05-13T17:39:40+00:00" data-subject="Global bonuses and astrology quests"&gt;&#13;&#10;&lt;p&gt;Since global bonuses are a difference between an area being good or bad exp for a group, it&amp;rsquo;d help to have quests to enable group bonuses (groupexp, exp bonus, regen).&lt;/p&gt;&#10;&lt;p&gt;Also, since some people have to wait weeks or months for suitable major houses to compete in coliseum in 1 level, it&amp;rsquo;d also help to do quests to boost incoming houses, ie:&lt;/p&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;boost fire or channelling houses, make a minor house major for killing a wizard in salamis&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;boost a thief/monk/warrior house - make it major for killing Ares&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;turn on global group exp for submitting corpses of 5 black/red/green/blue/white dragons&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;turn on global regen by killing a few pests in Herbalist/Arboretum and giving the corpses/slices to Selenia&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;p&gt;There can be quests for all extras, if someone wants to bother enough to enable them for a group.&lt;/p&gt;&#10;&lt;p&gt;It doesn&amp;rsquo;t require Teker to insert extra houses in the list - which would be too convenient, but boosting already coming ones or turning on global extras would be easier and useful.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>group announcing</title><link>https://forum.slothmud.net/updates/mud-suggestions/group-announcing/</link><pubDate>Fri, 10 Mar 2017 18:29:16 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/group-announcing/</guid><description>&lt;div class="post" data-post-id="38110" data-author="cyprimus" data-date="2017-03-10T18:29:16+00:00" data-subject="group announcing"&gt;&#13;&#10;&lt;p&gt;could we maybe get the fanatic to gossip in his own way about groups forming.. say 5+ ppl&amp;hellip; he gossip something about &amp;lsquo;omg gorka is leading a group!&amp;rsquo; or something along those lines&lt;/p&gt;&#10;&lt;p&gt;only when groups open&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="38111" data-author="Gorka" data-date="2017-03-11T10:20:29+00:00" data-subject="Re: group announcing"&gt;&#13;&#10;&lt;p&gt;50/50 call I think Cyp.&lt;/p&gt;&#10;&lt;p&gt;Some groups are just social, closed groups would be gossipped. Most groups are announced anyway, and those who are sleeping will miss the gossip, unless they replay in which case they should gwho anyway.&lt;/p&gt;&#10;&lt;p&gt;Most of the time these days groups actually require active recruitment, it&amp;rsquo;s less likely you won&amp;rsquo;t hear about it because generally leaders are looking for &amp;ldquo;useful&amp;rdquo; group members.&lt;/p&gt;&#10;&lt;p&gt;What if a group size keeps changing between 4-5 players with people coming and going? Gossip spam? What about all the gset leader changes in the life of a group? Regossip?&lt;/p&gt;&#10;&lt;p&gt;You could also program your &amp;ldquo;wake&amp;rdquo; command in your client to gwho after each regen or put it on a timer.&lt;/p&gt;&#10;&lt;p&gt;I think the point is, the net benefit of the feature you suggest is really neither one way or the other, and a smart player can handle this issue themselves with scripting.&lt;/p&gt;&#10;&lt;p&gt;Don&amp;rsquo;t we have an events mailing list for a similar feature?&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Add shift damage gem</title><link>https://forum.slothmud.net/updates/mud-suggestions/add-shift-damage-gem/</link><pubDate>Thu, 29 Dec 2016 05:16:37 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/add-shift-damage-gem/</guid><description>&lt;div class="post" data-post-id="37896" data-author="Hung" data-date="2016-12-29T05:16:37+00:00" data-subject="Add shift damage gem"&gt;&#13;&#10;&lt;p&gt;Hello,&lt;/p&gt;&#10;&lt;p&gt;Right now, the hand_dam gem (golden yellow topaz) affects druid shifted damage. That makes the gy topaz extremely valuable gem. As both monks and druids want it. Right now, I think, it&amp;rsquo;s price is comparable to some tier3 gems. While it is only tier2.&lt;/p&gt;&#10;&lt;p&gt;I propose to do following:&lt;/p&gt;&#10;&lt;ol&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;Introduce a new damage type called shift_dam. Make it affect shifted damage instead of hand_dam.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;Introduce a new tier2 shift_dam gem.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;For a while(say 6 months) allow people to trade their gy topazs for the new gems.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;/div&gt;</description></item><item><title>Promote the MUD: a job for all of us</title><link>https://forum.slothmud.net/updates/mud-suggestions/promote-the-mud-a-job-for-all-of-us/</link><pubDate>Thu, 01 Dec 2016 08:05:28 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/promote-the-mud-a-job-for-all-of-us/</guid><description>&lt;div class="post" data-post-id="37596" data-author="Teron" data-date="2016-12-01T08:05:28+00:00" data-subject="Promote the MUD: a job for all of us"&gt;&#13;&#10;&lt;p&gt;Recently, Belrath raised a matter of acquiring new players, and since no one mentioned how to do it, here&amp;rsquo;s a brief list of first things to do.&lt;/p&gt;&#10;&lt;p&gt;Some time ago, I asked Splork, why couldn&amp;rsquo;t immorts promote the site, to which he replied along the lines that imms can do little, mortals can do much more.&lt;/p&gt;&#10;&lt;p&gt;In fact, both is true, and here&amp;rsquo;s why:&lt;/p&gt;&#10;&lt;p&gt;(listed in the order of quick -&amp;gt; takes effort)&lt;/p&gt;&#10;&lt;ol&gt;&#10;&lt;li&gt;The easiest way to get new players is to remind players to vote - imms remind players, players vote.&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;The easiest way to do &lt;em&gt;that&lt;/em&gt; is for immorts to add these lines to their godsanc message:&lt;/p&gt;&#10;&lt;p&gt;Please vote for Sloth to attract new players:&lt;/p&gt;&#10;&lt;p&gt;vote on TMC: &lt;a href="http://bit.ly/votesloth" target="_blank" rel="noreferrer"&gt;http://bit.ly/votesloth&lt;/a&gt;&lt;/p&gt;&#10;&lt;p&gt;vote on TMS: &lt;a href="http://bit.ly/votesloth2" target="_blank" rel="noreferrer"&gt;http://bit.ly/votesloth2&lt;/a&gt;&lt;/p&gt;&#10;&lt;p&gt;Bonus: bit.ly links will tell us how many ppl vote, and when.&lt;/p&gt;&#10;&lt;p&gt;Also, the same message can be broadcast every 12 or 6 hours to remind players to do it. Preceding it with a restore or a godsanc would be a bonus - but no rewards can be given for the votes, it&amp;rsquo;s a TMC rule.&lt;/p&gt;&#10;&lt;ol start="2"&gt;&#10;&lt;li&gt;Players should review the MUD on TMC:&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;&lt;a href="http://www.mudconnect.com/cgi-bin/prev/submit.cgi?mud=SlothMUD" target="_blank" rel="noreferrer"&gt;&amp;lt;LINK_TEXT text=&amp;ldquo;http://www.mudconnect.com/cgi-bin/prev/ &amp;hellip; d=SlothMUD&amp;rdquo;&amp;gt;http://www.mudconnect.com/cgi-bin/prev/submit.cgi?mud=SlothMUD&amp;lt;/LINK_TEXT&amp;gt;&lt;/a&gt;&lt;/p&gt;&#10;&lt;ol start="3"&gt;&#10;&lt;li&gt;Rewrite the listing for TMC/Topsites/homepage to include new stuff and make it more persuasive - Taron should do it.&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;Update the listing on TMC/Topsites - Splork&lt;/p&gt;&#10;&lt;p&gt;Put the new text on the homepage - Breeze&lt;/p&gt;&#10;&lt;ol start="4"&gt;&#10;&lt;li&gt;Put an active link from the forum header/logo to the website homepage - Breeze&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;It&amp;rsquo;d slightly help with search engine traffic.&lt;/p&gt;&#10;&lt;p&gt;Plus, it&amp;rsquo;d make the forum more usable, because the only way to go back to the homepage now is to edit URL or typeit anew.&lt;/p&gt;&#10;&lt;ol start="5"&gt;&#10;&lt;li&gt;Write articles, sharing how unique stuff, like eqset, talking mobs, chop, MUDL were done and the results they brought:&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;imms can write about their projects and results&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;Taron can edit it, if needed, and find forums/blogs/sites to share on. I bet Splork&amp;amp;JB know all the best forums to discuss this on.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;imms post from their accounts.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;ol start="6"&gt;&#10;&lt;li&gt;New players mean nothing, if they can&amp;rsquo;t stick.&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;A university is a good start, but we need a newbie area for 1-5 levels, ideally, 1-10, maybe 15, where they can progress to be strong to do other areas.&lt;/p&gt;&#10;&lt;blockquote&gt;&lt;p&gt;&lt;strong&gt;Teron wrote:&lt;/strong&gt;&#10;JB, before I create raid mobs, I need to finish writing how to do the group scheduler we discussed earlier, and to write an area for 1-5-10 levels, if I ever get to writing areas.&lt;/p&gt;&#10;&lt;/blockquote&gt;&lt;p&gt;Any imm can do it, or wait till Taron finds time.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Double robe capacity, because amount of used classes doubled</title><link>https://forum.slothmud.net/updates/mud-suggestions/double-robe-capacity-because-amount-of-used-classes-doubled/</link><pubDate>Sat, 15 Oct 2016 17:28:29 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/double-robe-capacity-because-amount-of-used-classes-doubled/</guid><description>&lt;div class="post" data-post-id="37399" data-author="Teron" data-date="2016-10-15T17:28:29+00:00" data-subject="Double robe capacity, because amount of used classes doubled"&gt;&#13;&#10;&lt;p&gt;Greetings.&lt;/p&gt;&#10;&lt;p&gt;Most of the ingame robes were created in S3 or earlier, some were created in S4, together with quest ones. In all these years, the max capacity for robes remained around 499 with a few exceptions and outliers.&lt;/p&gt;&#10;&lt;p&gt;Since then the immortals have not only added much more items to the game, but doubled the amount of classes we use.&lt;/p&gt;&#10;&lt;p&gt;With classes came stats we use (&lt;a href="http://www.slothmud.org/forum/viewtopic.php?f=30&amp;amp;t=4659" target="_blank" rel="noreferrer"&gt;except charisma&lt;/a&gt;), while some classes, such as clerics, require two stats: heal and sys shock or warriors, ac and weapon damage.&lt;/p&gt;&#10;&lt;p&gt;With eqset (an awesome addition and one of our main features), the number of items you can easily swap has also increased, so you can create a set of 1 item and benefit from it situationally.&lt;/p&gt;&#10;&lt;p&gt;In about S4 the immorts have recognized the amount of increased items we use, and have doubled the maximum amount of rent items from 75 to 150 and have increased/added (I&amp;rsquo;m fuzzy on this) to the 175 carried items.&lt;/p&gt;&#10;&lt;p&gt;Yet, they hadn&amp;rsquo;t increased the robe capacity to carry all those items, even though they stopped adding 125 and 325 maxweight robes.&lt;/p&gt;&#10;&lt;p&gt;I suggest doubling all robe capacities to account for the increased classes and the number of sets.&lt;/p&gt;&#10;&lt;p&gt;Example:&lt;/p&gt;&#10;&lt;p&gt;I have these modes:&lt;/p&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;ac (full set)&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;mana regen (full set)&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;max mana (all but a few items are interchangeable)&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;weapon damage (a few wd items + several dam items)&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;stab mode (dam items mostly)&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;hand dam (full hd + a few dam items)&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;raise set&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;uc set (fullish)&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;a coliseum set (stab, -saves)&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;p&gt;A few sets with only a few items:&lt;/p&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;the acid immune clasp&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;the lightning resist sleeves&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;2 unique charisma items for hymn of an artisan/eye of the beholder&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;saves vs para&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;4 +hit items for chop&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;p&gt;With all this garderobe that I use daily (except those with the few items), I hardly have space for stuff I pop. Whenever I pop more, than a few items, I have to vault or ship them away.&lt;/p&gt;&#10;&lt;p&gt;If I pop a few heavy items and put them in my robe, then my main eqset container can&amp;rsquo;t fit in my robe. Right now, I&amp;rsquo;ve hit the point, when I have no extra items and my ac robe already can&amp;rsquo;t fit into the main eqset container with all the gear I have.&lt;/p&gt;&#10;&lt;p&gt;Another thing is, If I want to rent immediately after a day of cycling or leading groups, I&amp;rsquo;m out of my luck, because I have to spend at least a few minutes dropping/junking/vaulting/shipping stuff. This is getting exhausting and annoying. I have chosen to cut link instead of renting a few times and this is getting silly, even though I did learn to immediately junk/sell unnecessary items.&lt;/p&gt;&#10;&lt;p&gt;Back in S3, I had the exhilarating freedom of putting all my pops in my robe and forgetting about them, until the innkeeper reminded me through rent fees. Even though keeping the inv clean is a good habit, an obligation to clean your robe up b4 renting is a chore.&lt;/p&gt;&#10;&lt;p&gt;So, I suggest doubling the capacity of all robes, including quest/drachma and forge ones.&lt;/p&gt;&#10;&lt;p&gt;If someone wants to make my (or any avatar&amp;rsquo;s) day, adding 25 items to max rent/carried would be greatly appreciated, because what use are big robes without an ability to carry more items. In fact, I could easily accept 50 more items to carry and rent, because carrying the 10-15+ choppers and some pops in the group often makes me laden and unable to loot, as the group leader.&lt;/p&gt;&#10;&lt;p&gt;Thank you.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>quest ideas</title><link>https://forum.slothmud.net/updates/mud-suggestions/quest-ideas/</link><pubDate>Tue, 09 Aug 2016 10:40:46 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/quest-ideas/</guid><description>&lt;div class="post" data-post-id="37212" data-author="Teron" data-date="2016-08-09T10:40:46+00:00" data-subject="quest ideas"&gt;&#13;&#10;&lt;p&gt;We&amp;rsquo;ve been discussing some quest ideas on gossip:&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;drach supply has been good in this version, I admit&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;You gossip&amp;ndash; &amp;lsquo;*this year&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;im trying to address the only-on-holidays aspect of the manually led quests&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;but you guys already know that.&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;I&amp;rsquo;ve done little questing off valk and coliseum and come up with 1000&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;wrack your brains, what would a Labor Day themed mob be&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;well, that&amp;rsquo;s a problem but a managable one zuzu, for some of us, it&amp;rsquo;s your timezone&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;rsquo;early 1900&amp;rsquo;s sweatshop mob? :)'&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;well whats been done, kill big mob quests, subdue little mob quests&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;what else is there?&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;puzzles but people Hate Puzzles from what ive seen :)&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;competition quests but i tried that and you all wanted not to be split in teams&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;well some players know the game better than others&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;You gossip&amp;ndash; &amp;lsquo;it depends how u run the competitive quest zuzu&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;You gossip&amp;ndash; &amp;lsquo;for one area, that&amp;rsquo;s one thing&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;You gossip&amp;ndash; &amp;lsquo;for the entire mud, it&amp;rsquo;s another&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;sloth isn&amp;rsquo;t pkill, so most of us probably lack a little bit of that competitiveness to start with&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;rsquo;there hasn&amp;rsquo;t been a trivia quest in a long, long time'&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;besides everyone already knows gorka is bestest&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;but i am not the best designer of trivia quests&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;I don&amp;rsquo;t watch those types of movies zuzu :p&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;i dont thik theres been one since S3&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;You gossip&amp;ndash; &amp;lsquo;Neptune is&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;yeah Bob could do one&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;You gossip&amp;ndash; &amp;lsquo;Neptune ran something, not sure it was drachma rewarded&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;rsquo;trouble is there&amp;rsquo;s only one of me and i&amp;rsquo;m not always the smartest quest designer :)'&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;rsquo;there &amp;ldquo;should be&amp;rdquo; a half dozen people of equal rank.'&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;what about a vehicle of some sort, group gets in a container, container has itinerary&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;i like that, it could work like a Boat&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;i mean it could re-use the Boat code&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;of like JB&amp;rsquo;s clown car to get to FOC&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;could be some time pressure to kill mob A, before stopping at the next stop and possibly having to fight the next one at the same time, hehe :)&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;xp is always good&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;yeah, like waves in space invaders&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;TIME EXTENDED&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;rsquo;trouble with quests, is they tend to revolve around a few smart players'&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;I&amp;rsquo;m never one of them&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;hehe&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;quests with actual depth and planning put into em, yeah :)&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;which i can&amp;rsquo;t claim to have done very many :)&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;what about something olympic&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Linx gossips&amp;ndash; &amp;lsquo;you mean like potions to cheat, they already do that&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;what were those mini games in arcade games between stages where you were frantically hammering on the buttons :)&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;haha&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;hehehe&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;rsquo;to like i cant remember inflate something or something'&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;or push a meter to the top&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;rsquo;there were a bunch of those, for perhaps a dozen different arcade games'&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;i think i saw one where it was an eating contest&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;You gossip&amp;ndash; &amp;lsquo;hammer and whack-a-mole&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;actually that&amp;rsquo;s a good concept&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;what about a weighing scale&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;we bring big corpses to put on it&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;we have a time limit&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;reward to weight based&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;rsquo;everyone can contribute with corpses'&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;well corpses might be too easy, maybe finding items of a specific type that are known to be Heavy&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;rsquo;like it HAS to be type food or type Keys or something'&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;and you&amp;rsquo;d have to think, what&amp;rsquo;s a heavy Key somewhere&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;I have the eq list in a mysql database&amp;hellip; prepare for me to kick ass&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;and the plot is they need scrap metal to melt it for some reason&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;I think it has object weights&amp;hellip; checking&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;You gossip&amp;ndash; &amp;lsquo;how about a triathlon: orienteering (running to certain rooms fastest), a trivia and a round in a chaos pit solo&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;yeah, OBJECT_WEIGHT is the tag&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;gos someone should capture this conversation and post it :)&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;You gossip&amp;ndash; &amp;lsquo;already captured&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Gorka gossips&amp;ndash; &amp;lsquo;you would be good at the orienteering one taron, but a newbie?&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;im liable to not remember most of it. im on oneof my middle of the night toots where i go back to bed in a little while and might forget most of it&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;good. thanks for capturing it&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;You gossip&amp;ndash; &amp;lsquo;could include valk for newbies&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;You gossip&amp;ndash; &amp;lsquo;and newbie areas&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;i like the key thing because it reminds me of sacrificing on JediMUD when you remort back to level 1&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;you have to find like (the first remort) 150 of any Plusses to anything and sacrifice it&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;you have to have it in your inventory when you type Remort&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;lsquo;2nd remort is 300, third is 450, and 4th and beyond is +600&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Zuzu gossips&amp;ndash; &amp;rsquo;er i like the Weight thing, not necessarily of Keys'&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Make bard songs (not just blast) scale with charisma</title><link>https://forum.slothmud.net/updates/mud-suggestions/make-bard-songs-not-just-blast-scale-with-charisma/</link><pubDate>Fri, 22 Jul 2016 13:43:10 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/make-bard-songs-not-just-blast-scale-with-charisma/</guid><description>&lt;div class="post" data-post-id="37113" data-author="Teron" data-date="2016-07-22T13:43:10+00:00" data-subject="Make bard songs (not just blast) scale with charisma"&gt;&#13;&#10;&lt;p&gt;This is a continuation of a single point from another thread.&lt;/p&gt;&#10;&lt;p&gt;Here&amp;rsquo;s how I propose to scale bard songs with charisma, with gods of war as an example:&lt;/p&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;10 charisma: gods of war is 8 damage, 0 ppl bonus&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;12 charisma: gods of war is 9 damage, 0 ppl bonus&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;14 charisma: gods of war is 10 damage, 1 ppl bonus&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;16 charisma: gods of war is 11 damage, 1 ppl bonus&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;18 charisma: gods of war is 12 damage, 2 ppl bonus&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;20 charisma: gods of war is 13 damage, 2 ppl bonus (current cap at 1x40)&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;22 charisma: gods of war is 14 damage, 3 ppl bonus&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;24 charisma: gods of war is 15 damage, 3 ppl bonus (bard cap at 5x40)&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;26 charisma: gods of war is 16 damage, 4 ppl bonus&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;28 charisma: gods of war is 17 damage, 4 ppl bonus (supposed 9x40 cap)&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;30 charisma: gods of war is 18 damage, 5 ppl bonus&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;32 charisma: gods of war is 19 damage, 5 ppl bonus&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;32 charisma: gods of war is 20 damage, +6 ppl bonus&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;34 charisma: gods of war is 21 damage, +6 ppl bonus (33charisma= all ingame charisma eq, runes and +3char robe)&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;36 charisma: gods of war is 22 damage, +7 ppl bonus (+3 bonus charisma)&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;p&gt;You can only hit overcap charisma you can only get with +bonus charisma drachma eq.&lt;/p&gt;&#10;&lt;p&gt;Also do remember that bards may want to use any other charisma to replace low ac items, such as the lillies wreath or jovian armplates or a held low +charisma item, with high ac or other items (damage/healbonus).&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>DELEVEL command</title><link>https://forum.slothmud.net/updates/mud-suggestions/delevel-command/</link><pubDate>Thu, 30 Jun 2016 07:03:31 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/delevel-command/</guid><description>&lt;div class="post" data-post-id="37010" data-author="Yasik" data-date="2016-06-30T07:03:31+00:00" data-subject="DELEVEL command"&gt;&#13;&#10;&lt;p&gt;Sometimes, often, players would like to undo level gains, up to removing entire classes, because :&lt;/p&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;accidentally leveling up 21 and cutting them off Valkyre while not finishing all important tasks on VK (drachma quests, forges, exploring, eq pop, etc);&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;deciding their chosen classo is no longer best suits their playstyle, is not optimal in their opinion; (good option for newcomers who are almost always have little idea of &amp;ldquo;optimal&amp;rdquo; or &amp;ldquo;popular&amp;rdquo; classos);&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;p&gt;At this moment there is several ways to undo level gains, like A) dying on purpose hoping for level loss (cant rely much, cant control), B) asking admin to delevel, C) abandoning character and remaking anew.&lt;/p&gt;&#10;&lt;p&gt;So I came up with an idea that &amp;ldquo;delevel&amp;rdquo; command would solve those issues quite well.&lt;/p&gt;&#10;&lt;p&gt;To ensure that player is aware and completely understand the outcome of this command, let us say it will be restricted to reroll (meditation) rooms, so noone can delevel themselves accidentally.&lt;/p&gt;&#10;&lt;p&gt;Format I propose is something like this : &lt;strong&gt;delevel X Y&lt;/strong&gt;, where X - class position in classo (1 - prime, 2 - secondary, etc), Y - amount of levels to remove.&lt;/p&gt;&#10;&lt;p&gt;To prevel eq restrictions abuse, lets say after each &amp;lsquo;delevel&amp;rsquo; ther must me eq check, and worn forcefully removed to inventory if level requirements are no longet met.&lt;/p&gt;&#10;&lt;p&gt;Removing all levels except prime will reset all stats to 13.&lt;/p&gt;&#10;&lt;p&gt;No exp and gold is returned - price for making undo.&lt;/p&gt;&#10;&lt;p&gt;Very open for discussion.&lt;/p&gt;&#10;&lt;p&gt;PS. Maybe &amp;ldquo;&lt;strong&gt;delevel &lt;class&gt; &lt;amount&gt;&lt;/strong&gt;&amp;rdquo; is even better because player precisely specifies class to remove levels in, eliminating chance if he/she accidentally miscalsulated class position in classo: delevel thief 1 &amp;ndash;&amp;gt; remove 1 level in thief class, cannot make much errors.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>AH, Five Hands</title><link>https://forum.slothmud.net/updates/mud-suggestions/ah-five-hands/</link><pubDate>Wed, 27 Apr 2016 09:54:18 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/ah-five-hands/</guid><description>&lt;div class="post" data-post-id="36894" data-author="Yasik" data-date="2016-04-27T09:54:18+00:00" data-subject="AH, Five Hands"&gt;&#13;&#10;&lt;p&gt;It seems he cant differ a manual from a gem:&lt;/p&gt;&#10;&lt;p&gt;The Thieves&amp;rsquo; Guild&lt;/p&gt;&#10;&lt;p&gt;Exits: North South&lt;/p&gt;&#10;&lt;p&gt;Eyes peer up at you from the cover of a leather-bound book.&lt;/p&gt;&#10;&lt;p&gt;A burlap bag of tools bounces against the manual to which it&amp;rsquo;s attached.&lt;/p&gt;&#10;&lt;p&gt;A manual with leaden covers attacks its readers fingers.&lt;/p&gt;&#10;&lt;p&gt;Five Hands is sitting at his desk, cheating himself at solitaire.&lt;/p&gt;&#10;&lt;p&gt;Five Hands glows with a bright light!&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;1193hp 527ma 385mv&amp;gt; &amp;raquo; - &amp;laquo; -2 -9.3 877,171,007 163,303 indoors Aisholm Town&lt;/p&gt;&#10;&lt;p&gt;li&lt;/p&gt;&#10;&lt;p&gt;You can buy:&lt;/p&gt;&#10;&lt;p&gt;Price Item&lt;/p&gt;&#10;&lt;hr&gt;&#10;&lt;p&gt;43000 an uncut sapphire&lt;/p&gt;&#10;&lt;p&gt;7000 prong horns [4]&lt;/p&gt;&#10;&lt;p&gt;50000 a huge opal&lt;/p&gt;&#10;&lt;p&gt;70000 a huge sapphire&lt;/p&gt;&#10;&lt;p&gt;100000 a huge diamond&lt;/p&gt;&#10;&lt;p&gt;115000 a huge ruby&lt;/p&gt;&#10;&lt;p&gt;&amp;amp;1531 Five Hands&amp;rsquo; manual of the Five Fingered Art..It has a soft glowing aura!&lt;/p&gt;&#10;&lt;p&gt;75000 a huge emerald&lt;/p&gt;&#10;&lt;hr&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;means you need more levels to use it.&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;p&gt;! means you are not strong enough to use it.&lt;/p&gt;&#10;&lt;p&gt;&amp;amp; means you have studied this spellbook or manual to its max.&lt;/p&gt;&#10;&lt;p&gt;Query may also be of use to you, please refer to help query.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;1193hp 530ma 388mv&amp;gt; &amp;raquo; - &amp;laquo; -2 -9.3 877,171,007 163,303 indoors Aisholm Town&lt;/p&gt;&#10;&lt;p&gt;buy five-manual&lt;/p&gt;&#10;&lt;p&gt;Five Hands tells you &amp;lsquo;Ah, sir, and what a beautifully cut gem it is.&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;You now have Five Hands&amp;rsquo; manual of the Five Fingered Art.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Gems/Runes auction house</title><link>https://forum.slothmud.net/updates/mud-suggestions/gems-runes-auction-house/</link><pubDate>Fri, 15 Apr 2016 03:24:51 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/gems-runes-auction-house/</guid><description>&lt;div class="post" data-post-id="36839" data-author="Yasik" data-date="2016-04-15T03:24:51+00:00" data-subject="Gems/Runes auction house"&gt;&#13;&#10;&lt;p&gt;Since a big chunk of playerbase always looking to trade gems/runes, maybe its a good idea to provide ingame mechanics for that; BH Jeweller Shop can be a good place for this.&lt;/p&gt;&#10;&lt;p&gt;inv&lt;/p&gt;&#10;&lt;p&gt;You are carrying:&lt;/p&gt;&#10;&lt;p&gt;a Diamond&lt;/p&gt;&#10;&lt;p&gt;a Emerald&lt;/p&gt;&#10;&lt;p&gt;a Ruby&lt;/p&gt;&#10;&lt;p&gt;lots&lt;/p&gt;&#10;&lt;hr&gt;&#10;&lt;p&gt;Lot # | Bidder | Wants | Offers |&lt;/p&gt;&#10;&lt;hr&gt;&#10;&lt;pre&gt;&lt;code&gt;1 | Splork | a Diamond | a Ruby |&#13;&#10;&lt;/code&gt;&lt;/pre&gt;&#10;&lt;hr&gt;&#10;&lt;pre&gt;&lt;code&gt;2 | Teker | a Emerald | a Rhodocrosite |&#13;&#10;&lt;/code&gt;&lt;/pre&gt;&#10;&lt;hr&gt;&#10;&lt;pre&gt;&lt;code&gt;3 | Breeze | a Jacinth | Pink Garnet |&#13;&#10;&lt;/code&gt;&lt;/pre&gt;&#10;&lt;hr&gt;&#10;&lt;p&gt;bid 2&lt;/p&gt;&#10;&lt;p&gt;Jeweller the jeweller takes your a Emerald and hands over a Rhodocrosite to you in exchange.&lt;/p&gt;&#10;&lt;p&gt;Then after, Teker issues &amp;ldquo;check&amp;rdquo; and Jeweller give him what was exchanged.&lt;/p&gt;&#10;&lt;p&gt;inv&lt;/p&gt;&#10;&lt;p&gt;You are carrying:&lt;/p&gt;&#10;&lt;p&gt;a Diamond&lt;/p&gt;&#10;&lt;p&gt;a Rhodocrosite&lt;/p&gt;&#10;&lt;p&gt;a Ruby&lt;/p&gt;&#10;&lt;p&gt;(Emerald disappeared, Rhodo added instead)&lt;/p&gt;&#10;&lt;p&gt;lots&lt;/p&gt;&#10;&lt;hr&gt;&#10;&lt;p&gt;Lot # | Trader | Wants | Offers |&lt;/p&gt;&#10;&lt;hr&gt;&#10;&lt;pre&gt;&lt;code&gt;1 | Splork | a Diamond | a Ruby |&#13;&#10;&lt;/code&gt;&lt;/pre&gt;&#10;&lt;hr&gt;&#10;&lt;pre&gt;&lt;code&gt;3 | Breeze | a Jacinth | Pink Garnet |&#13;&#10;&lt;/code&gt;&lt;/pre&gt;&#10;&lt;hr&gt;&#10;&lt;p&gt;(lot 2 disapperead since transaction was successful)&lt;/p&gt;&#10;&lt;p&gt;The exact command not nessesarily must be &amp;lsquo;bid&amp;rsquo; but something else; trade (already used), exchange (already used), need to invite new one that is not in use.&lt;/p&gt;&#10;&lt;p&gt;Can extend to Offers two options that work &amp;ldquo;OR&amp;rdquo;, so when player does &amp;ldquo;bid 2&amp;rdquo; they will need to add &amp;ldquo;op1&amp;rdquo; or &amp;ldquo;op2&amp;rdquo; keywords, like this:&lt;/p&gt;&#10;&lt;hr&gt;&#10;&lt;p&gt;Lot # | Bidder | Wants | Offers option 1 | Offers option 2 |&lt;/p&gt;&#10;&lt;hr&gt;&#10;&lt;pre&gt;&lt;code&gt;1 | Splork | a Diamond | a Ruby | a Malachite |&#13;&#10;&lt;/code&gt;&lt;/pre&gt;&#10;&lt;hr&gt;&#10;&lt;pre&gt;&lt;code&gt;2 | Teker | a Emerald | a Rhodocrosite | a Opal |&#13;&#10;&lt;/code&gt;&lt;/pre&gt;&#10;&lt;hr&gt;&#10;&lt;pre&gt;&lt;code&gt;3 | Breeze | a Jacinth | Pink Garnet | a Zircon |&#13;&#10;&lt;/code&gt;&lt;/pre&gt;&#10;&lt;hr&gt;&#10;&lt;p&gt;bid 2 op2&lt;/p&gt;&#10;&lt;p&gt;Jeweller the jeweller takes your a Emerald and hands over a Opal to you in exchange.&lt;/p&gt;&#10;&lt;p&gt;Can extend even further by adding &amp;ldquo;Wants&amp;rdquo; op1 / op2 AND at the same time &amp;ldquo;Offers&amp;rdquo; op1 / op2.&lt;/p&gt;&#10;&lt;p&gt;This way one player can exchange 2 gems he has to 2 gems he wants, in any combination. Maybe too complex.&lt;/p&gt;&#10;&lt;p&gt;As for actually consigning gems, dont have any ideas about how to enumerate gems/runes as we do with prices in coins&amp;hellip;&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Ideas to encourage groups</title><link>https://forum.slothmud.net/updates/mud-suggestions/ideas-to-encourage-groups/</link><pubDate>Thu, 14 Apr 2016 05:54:45 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/ideas-to-encourage-groups/</guid><description>&lt;div class="post" data-post-id="36826" data-author="cyprimus" data-date="2016-04-14T05:54:45+00:00" data-subject="Ideas to encourage groups"&gt;&#13;&#10;&lt;p&gt;After two hours of discussion, between zuzu, zeke and myself, we came up with the idea off removeing level limites on valk, and placing level limit back on lyme.. though maybe with 1x40 insted of 3x40.&lt;/p&gt;&#10;&lt;p&gt;this would encourage ppl to move off valk faster, and remove the &amp;lsquo;waiting for drac&amp;rsquo; reason for leaving. thereby allowing/encouraging them to keep leveling.&lt;/p&gt;&#10;&lt;p&gt;and adding the lyme limits would prevent the max avvie dragging valkers to 8x20 bs that is becoming all to common.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Prime necro &amp;amp; undead wailing</title><link>https://forum.slothmud.net/updates/mud-suggestions/prime-necro-amp-undead-wailing/</link><pubDate>Sat, 09 Apr 2016 02:30:21 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/prime-necro-amp-undead-wailing/</guid><description>&lt;div class="post" data-post-id="36809" data-author="Hung" data-date="2016-04-09T02:30:21+00:00" data-subject="Prime necro &amp;amp;amp; undead wailing"&gt;&#13;&#10;&lt;blockquote&gt;&lt;p&gt;A shadowy wood spirit wails, making you shiver in your boots.&lt;/p&gt;&#10;&lt;/blockquote&gt;&lt;blockquote&gt;&lt;p&gt;You flee head over heels.&lt;/p&gt;&#10;&lt;/blockquote&gt;&lt;p&gt;Prob shouldn&amp;rsquo;t work on prime necromancers because of their familiarity with the undead kin.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Entrench / Defy</title><link>https://forum.slothmud.net/updates/mud-suggestions/entrench-defy/</link><pubDate>Fri, 26 Feb 2016 11:29:49 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/entrench-defy/</guid><description>&lt;div class="post" data-post-id="36645" data-author="Yasik" data-date="2016-02-26T11:29:49+00:00" data-subject="Entrench / Defy"&gt;&#13;&#10;&lt;p&gt;Hello!&lt;/p&gt;&#10;&lt;p&gt;I dont remember if I posted it already, if so, then consider this one as a reminder.&lt;/p&gt;&#10;&lt;p&gt;What makes me deeply concerned is absence of message that marks the end of above mentioned skill duration.&lt;/p&gt;&#10;&lt;p&gt;Now we the players must make research and script client-side this event.&lt;/p&gt;&#10;&lt;p&gt;Really I dont know why there is no message yet. If there is solid reason NOT to, then could you say so we not raise this matter anymore?&lt;/p&gt;&#10;&lt;p&gt;Entrench duration is about 40 seconds, defy pain cooldown - 40 min or so, its not hard to code our own info_msg, but I can see the trend to make players less code and more play, by moving lots of tasks on server-side (eq sets, for example), so why not give us what we really need long time? Actually, it can save lives being able to re-entrench in time:&lt;/p&gt;&#10;&lt;p&gt;You feel relaxed again. //entrench off&lt;/p&gt;&#10;&lt;p&gt;The fear of mortality returns to you. //defy pain off&lt;/p&gt;&#10;&lt;p&gt;You feel bold enough for greatest challenge. // defy pain cooldown over, skill can be used again&lt;/p&gt;&#10;&lt;p&gt;&amp;hellip; or whatever you think is better.&lt;/p&gt;&#10;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Something missing..</title><link>https://forum.slothmud.net/updates/mud-suggestions/something-missing/</link><pubDate>Wed, 17 Feb 2016 21:30:42 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/something-missing/</guid><description>&lt;div class="post" data-post-id="36608" data-author="cyprimus" data-date="2016-02-17T21:30:42+00:00" data-subject="Something missing.."&gt;&#13;&#10;&lt;p&gt;Its occurred to me that the mud is missing something&amp;hellip;&lt;/p&gt;&#10;&lt;p&gt;We have all sorts of clowns&amp;hellip;&lt;/p&gt;&#10;&lt;p&gt;However&amp;hellip;&lt;/p&gt;&#10;&lt;p&gt;None of them Explode!&lt;/p&gt;&#10;&lt;p&gt;Please remedy this!&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="36609" data-author="*juggleblood*" data-date="2016-02-17T22:42:39+00:00" data-subject="Re: Something missing.."&gt;&#13;&#10;&lt;p&gt;Done. See if you can find my exploding effigy.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Add co-leader bonus</title><link>https://forum.slothmud.net/updates/mud-suggestions/add-co-leader-bonus/</link><pubDate>Sat, 16 Jan 2016 18:45:39 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/add-co-leader-bonus/</guid><description>&lt;div class="post" data-post-id="36489" data-author="Teron" data-date="2016-01-16T18:45:39+00:00" data-subject="Add co-leader bonus"&gt;&#13;&#10;&lt;p&gt;Often leader&amp;rsquo;s effort aren&amp;rsquo;t enough to keep the group in order. Sometimes, in large groups another person needs to:&lt;/p&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;run the healo&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;run to areas and beacon&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;give specs to people&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;guide and spell up newbies&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;get mare&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;help the leader with debuffs (yes, only 2-3 of 10 do this)&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;keep an eye on the eq mob kill order.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;p&gt;Even if the leader can do all of the above, having someone help him makes things significantly easier.&lt;/p&gt;&#10;&lt;p&gt;Most often than not, this is done by 1-2 ppl other, than the leader. And in my groups, this is mostly 2-3 actual ppl, maybe 5 total, out of 15+.&lt;/p&gt;&#10;&lt;p&gt;So, to encourage and reward this helpful co-leading, allow a leader to appoint a co-leader (ie a pilot) and give him a share of his exp.&lt;/p&gt;&#10;&lt;p&gt;1st iteration: give 50% of own leadership exp to the co-leader.&lt;/p&gt;&#10;&lt;p&gt;2nd iteration: give a specified share (10-50%) of own exp to the co-leader. This will allow the leader give his co-leader a proportional reward for the job he&amp;rsquo;s doing.&lt;/p&gt;&#10;&lt;p&gt;3d iteration: allow 2 co-leaders with their total bonus being no more, than 50% of leadership bonus total. Maybe only in groups of 10+. Useful in huge/quest groups.&lt;/p&gt;&#10;&lt;p&gt;If you just give additional exp to co-leaders, rather than taking it from the leader, you will allow more co-leaders to get involved, because leaders will then be more encouraged to appoint a co-leader. It&amp;rsquo;s up to you, really.&lt;/p&gt;&#10;&lt;p&gt;An added bonus will be that not only we&amp;rsquo;ll get more co-leaders, but also that we&amp;rsquo;ll get more ppl closer to leading groups by doing parts of the leader&amp;rsquo;s job. Maybe someday they&amp;rsquo;ll lead, too - you can &lt;a href="http://www.slothmud.org/wp/live-info/player-boards" target="_blank" rel="noreferrer"&gt;check how many leaders broke 100mil leadership exp&lt;/a&gt; in a week or two to see, whether we need leaders.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>New feature ideas</title><link>https://forum.slothmud.net/updates/mud-suggestions/new-feature-ideas/</link><pubDate>Wed, 06 Jan 2016 17:37:53 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/new-feature-ideas/</guid><description>&lt;div class="post" data-post-id="36422" data-author="*teker*" data-date="2016-01-06T17:37:53+00:00" data-subject="New feature ideas"&gt;&#13;&#10;&lt;p&gt;As I mentioned in the &amp;ldquo;fastrun&amp;rdquo; thread, I thought a different thread would be better for discussing high level feature requests/improvements rather than cramming it into that one. There are currently 235 ideas in the database, so I thought I&amp;rsquo;d throw out some as a conversation started. But feel free to suggest others. In general I tend to pass on ideas involving game-balance (due to my lack of playtime) and I especially ignore things containing the phrase &amp;ldquo;remort bonus&amp;rdquo;.&lt;/p&gt;&#10;&lt;p&gt;Daily/Weekly autoquests with random reward exp/coins/drachma/items, with announcement, like Mathor but reward is not honor&lt;/p&gt;&#10;&lt;p&gt;spell for low/mid level cleric/necro that gives a dying player an extra tick before corpsing&lt;/p&gt;&#10;&lt;p&gt;add weapon dam, stab dam, circle stab, sys shock and other stats to score stats2&lt;/p&gt;&#10;&lt;p&gt;Add a direction echo to hunting so we can learn our way around.&lt;/p&gt;&#10;&lt;p&gt;make list available online for those who&amp;rsquo;ve made av40&lt;/p&gt;&#10;&lt;p&gt;&amp;lsquo;send&amp;rsquo; coins to offline character&lt;/p&gt;&#10;&lt;p&gt;reduce time required to consign an item by half, ideally, to 5-10 seconds. Or 1-2 seconds.&lt;/p&gt;&#10;&lt;p&gt;send messages to auction channel from consign in batches every 30-60 seconds, consign every 1 second. thanks&lt;/p&gt;&#10;&lt;p&gt;show exits with spy&lt;/p&gt;&#10;&lt;p&gt;Adding a visage effect to one of the holy items would help newbs in groups I have had to tell them no when we ran roberts&lt;/p&gt;&#10;&lt;p&gt;have replay show the last comments even if you just logged on&lt;/p&gt;&#10;&lt;p&gt;ability to replay last 30 comments in public channels even if not logged on, could log on and replay gossip and see what&amp;rsquo;s going on&lt;/p&gt;&#10;&lt;p&gt;any way of making mob attacks stand out in any way (colour, highlight,??). Would be great for groups and tank rescues etc&lt;/p&gt;&#10;&lt;p&gt;what if a quest asked for a random real-life piece of information, with a short time limit to answer..&lt;/p&gt;&#10;&lt;p&gt;locate obj locates objects in vendors (librarians in towns) inventories/list&lt;/p&gt;&#10;&lt;p&gt;do you think we could regen when we rent please? rented for 2 hours, paid innkeeper and still drained. thanks.&lt;/p&gt;&#10;&lt;p&gt;add cool aura for chars running at 25max stat, since its not easy until later levels&lt;/p&gt;&#10;&lt;p&gt;can we add a &amp;lsquo;self&amp;rsquo; variable.. equaling charactername.. please?&lt;/p&gt;&#10;&lt;p&gt;a player viewable ideas list with an ability to cast their vote for a particular idea&lt;/p&gt;&#10;&lt;p&gt;mob that gives spells for cash (get gold out of the game for high levels)&lt;/p&gt;&#10;&lt;p&gt;a &amp;ldquo;duration&amp;rdquo; command in score to list the time till affects fall, for people&lt;/p&gt;&#10;&lt;p&gt;that dont have MSDP in their client, like this: &amp;ldquo;score duration&amp;rdquo;&lt;/p&gt;&#10;&lt;p&gt;have an option to listen to public channels, when asleep (gossip, auction, quest)&lt;/p&gt;&#10;&lt;p&gt;reasoning: too few ppl that can hear a useful/urgent message, don&amp;rsquo;t use replay&lt;/p&gt;&#10;&lt;p&gt;when buying something with house buy command, make direct transfers from bank account, if no enough money on hands&lt;/p&gt;&#10;&lt;p&gt;add a message &amp;ldquo;the auctioneer has finished consigning your item&amp;rdquo;&lt;/p&gt;&#10;&lt;p&gt;add some gold value to t1 useless gems. Like 100k. So players could sell them to vendor if nobody needs&lt;/p&gt;&#10;&lt;p&gt;please consider restoring the old &amp;ldquo;groupwho&amp;rdquo; command, which showed the who-list of only your group members&lt;/p&gt;&#10;&lt;p&gt;when one of the shards is with a pendulum, show it separately.&lt;/p&gt;&#10;&lt;p&gt;right now, a milky shard w/ a pendulum in a pile of other shards in the invis shown as: a milky crystal shard 4&lt;/p&gt;&#10;&lt;p&gt;add a library to vaults: a vault for spellbooks&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>EQ suggestions</title><link>https://forum.slothmud.net/updates/mud-suggestions/eq-suggestions/</link><pubDate>Wed, 06 Jan 2016 15:02:19 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/eq-suggestions/</guid><description>&lt;div class="post" data-post-id="36418" data-author="Dragoth" data-date="2016-01-06T15:02:19+00:00" data-subject="EQ suggestions"&gt;&#13;&#10;&lt;p&gt;I saw that immortals post EQ stats requests when they are working on new areas and ask players to come up with EQ stats within a relatively short timeframe. Wouldn&amp;rsquo;t it be best to have a consolidated topic where people post requests as they come up and immortals could consult this list when they need it ?&lt;/p&gt;&#10;&lt;p&gt;I&amp;rsquo;ll start us off:&lt;/p&gt;&#10;&lt;p&gt;+2handdam +2hitroll +.5ac sleeves please&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Add Fastrun to the MUD to kill mobs faster</title><link>https://forum.slothmud.net/updates/mud-suggestions/add-fastrun-to-the-mud-to-kill-mobs-faster/</link><pubDate>Tue, 05 Jan 2016 10:15:21 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/add-fastrun-to-the-mud-to-kill-mobs-faster/</guid><description>&lt;div class="post" data-post-id="36407" data-author="Teron" data-date="2016-01-05T10:15:21+00:00" data-subject="Add Fastrun to the MUD to kill mobs faster"&gt;&#13;&#10;&lt;p&gt;Greetings.&lt;/p&gt;&#10;&lt;p&gt;Crumbs made a nice exp-tracking script and it became completely obvious to me that exp per mob/area is diminished, if it takes a while to walk between mobs. In fact, it&amp;rsquo;s so obvious I mentioned runs in &lt;a href="http://www.slothmud.org/forum/viewtopic.php?t=4472&amp;amp;p=35807#p35807" target="_blank" rel="noreferrer"&gt;a post about making better areas&lt;/a&gt; before Crumbs even showed me the results of the script:&lt;/p&gt;&#10;&lt;blockquote&gt;&lt;p&gt;&lt;strong&gt;Quote:&lt;/strong&gt;&#10;So, as you can see, I like areas that have:&lt;/p&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;&amp;hellip;&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;short runs between mobs&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;safe runs between mobs&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;/blockquote&gt;&lt;p&gt;Fastruns will allow you to increase engagement and retention at all levels.&lt;/p&gt;&#10;&lt;ol&gt;&#10;&lt;li&gt;Increase new player retention by increasing engagement and progress&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;So while thinking about what would keep new players on the mud, I thought that perhaps adding speedruns to newbie areas would be helpful to increase engagement, progress and enjoyment, as well as adding some comfort level to playing the mud. This completely eliminates the need to think that there might be a website or a map shop to get directions from, then the need to follow those directions manually, etc. For newbies, it&amp;rsquo;ll make exceptional difference.&lt;/p&gt;&#10;&lt;p&gt;fastrun blaster&lt;/p&gt;&#10;&lt;p&gt;You start running to the Blaster&amp;rsquo;s Temple:&lt;/p&gt;&#10;&lt;p&gt;The Intersection of Main and Fargo Streets&lt;/p&gt;&#10;&lt;p&gt;Main Street&lt;/p&gt;&#10;&lt;p&gt;The Intersection of Main and Granite Streets&lt;/p&gt;&#10;&lt;p&gt;Main Street&lt;/p&gt;&#10;&lt;p&gt;Main Street&lt;/p&gt;&#10;&lt;p&gt;Main and Fathnir Street&lt;/p&gt;&#10;&lt;p&gt;North Gate of Newbatia&lt;/p&gt;&#10;&lt;p&gt;The North Road of Newbatia&lt;/p&gt;&#10;&lt;p&gt;The North Road of Newbatia&lt;/p&gt;&#10;&lt;p&gt;The North Road of Newbatia&lt;/p&gt;&#10;&lt;p&gt;Edge of an Enchanted Forest&lt;/p&gt;&#10;&lt;p&gt;Exits: North East&lt;/p&gt;&#10;&lt;p&gt;A mystical bugbear wanders about the sacred land.&lt;/p&gt;&#10;&lt;p&gt;A mystical bugbear wanders about the sacred land.&lt;/p&gt;&#10;&lt;p&gt;A mystical bugbear wanders about the sacred land.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;373hp 173ma 137mv&amp;gt;&lt;/p&gt;&#10;&lt;p&gt;Since it&amp;rsquo;s easier to keep a new player, than an old player, making an improvement at lower levels should make a more noticeable effect, which you can measure.&lt;/p&gt;&#10;&lt;ol start="2"&gt;&#10;&lt;li&gt;Make running easier for all players to slightly increase exp and retention&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;An added bonus to adding fastruns is increased conveniency and enjoyment of old players, who can run easier, get more exp and stay more engaged/satisified by the MUD, which goes well with this goal and improvement:&lt;/p&gt;&#10;&lt;p&gt;&lt;a href="http://www.slothmud.org/forum/viewtopic.php?f=26&amp;amp;t=3822" target="_blank" rel="noreferrer"&gt;http://www.slothmud.org/forum/viewtopic.php?f=26&amp;amp;t=3822&lt;/a&gt;&lt;/p&gt;&#10;&lt;ol start="3"&gt;&#10;&lt;li&gt;Keep the dangereous runs&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;I have to mention that I understand why some runs have to be long and dangerous (DWeb, Moors, Dmount, Volcano), but for grouping, &lt;a href="http://www.slothmud.org/forum/viewtopic.php?t=4472&amp;amp;p=35807#p35807" target="_blank" rel="noreferrer"&gt;long and breakable running in Moria&lt;/a&gt; kills area exp. You can keep the mob aggro, while on the run, but just make running faster - potentially, with unlocking doors, if the key is in the inv/keychain.&lt;/p&gt;&#10;&lt;p&gt;I talked to Crumbs and he said he had already suggested the idea of fastruns to be unlocked by the level.&lt;/p&gt;&#10;&lt;p&gt;I also suggest measuring before and after the change on how it affects the gameplay:&lt;/p&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;measure mobdeath per area per week&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;measure number of visits to an area per week&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;measure visited rooms per area per week.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;mobs killed per player per day/week&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;p&gt;Thanks.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Damage Reduction</title><link>https://forum.slothmud.net/updates/mud-suggestions/damage-reduction/</link><pubDate>Sun, 27 Dec 2015 18:53:36 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/damage-reduction/</guid><description>&lt;div class="post" data-post-id="36380" data-author="Teron" data-date="2015-12-27T18:53:36+00:00" data-subject="Damage Reduction"&gt;&#13;&#10;&lt;p&gt;Hi there.&lt;/p&gt;&#10;&lt;p&gt;Sloth Immortals, what&amp;rsquo;s the current state of the discussion on damage reduction? Help says it might get changed: how long do we need to wait and what are the options you are discussing?&lt;/p&gt;&#10;&lt;p&gt;How about we start discussing the options openly, so that we can arrive at an option that&amp;rsquo;ll satisfy both the immortals and the mortals, which you can then implement without wasting much time on discussion and then risking upsetting mortals after coding?&lt;/p&gt;&#10;&lt;p&gt;Thank you.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Broken or Non-functioning skills (I.E. Bodyslam)</title><link>https://forum.slothmud.net/updates/mud-suggestions/broken-or-non-functioning-skills-i-e-bodyslam/</link><pubDate>Fri, 25 Dec 2015 09:18:25 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/broken-or-non-functioning-skills-i-e-bodyslam/</guid><description>&lt;div class="post" data-post-id="36371" data-author="Tsuman" data-date="2015-12-25T09:18:25+00:00" data-subject="Broken or Non-functioning skills (I.E. Bodyslam)"&gt;&#13;&#10;&lt;p&gt;Hey, as most of us know the monk skill &amp;ldquo;Bodyslam&amp;rdquo; doesn&amp;rsquo;t actually do anything, and hasn&amp;rsquo;t for a very long time. At this time all it does is knock the user down on the ground. I was thinking about it, and I have some suggestions for a way to make it useable. As I&amp;rsquo;m not a coder, I have no idea if this is doable, or how difficult it would be, but here&amp;rsquo;s my idea:&lt;/p&gt;&#10;&lt;p&gt;Instead of making bodyslam useable only to initiate combat, like it&amp;rsquo;s supposed to be now, make it useable mid-fight as a way to do some damage and put a mob on the ground. Monks already have a good combat initiator in deathgrip, so no one would use bodyslam even if it did work that way. I suggest making it so that if a mob is off balance from things like trip or bash, something like &amp;ldquo;X stumbles but regains his balance&amp;rdquo; or &amp;ldquo;starts to sway&amp;rdquo;, then you an use bodyslam to put them on the ground (depending on mob size and user strength and/or level) and do damage based on mob size and use strength (Heavier mobs take more strength to slam, but take more damage from the heavier impact).&lt;/p&gt;&#10;&lt;p&gt;I think this would go great with the spirit of the monk class (technical close combat fighting) and would be a great way to control/damage a mob when combined with things like trip, bash, and stomp without being too overpowered.&lt;/p&gt;&#10;&lt;p&gt;Thoughts?&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Mob Engagement Message</title><link>https://forum.slothmud.net/updates/mud-suggestions/mob-engagement-message/</link><pubDate>Wed, 23 Dec 2015 15:07:10 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/mob-engagement-message/</guid><description>&lt;div class="post" data-post-id="36358" data-author="*juggleblood*" data-date="2015-12-23T15:07:10+00:00" data-subject="Mob Engagement Message"&gt;&#13;&#10;&lt;p&gt;I&amp;rsquo;m jumping on the bandwagon and posting a small mud suggestion.&lt;/p&gt;&#10;&lt;p&gt;I&amp;rsquo;d like a message when a mob in the room joins the fight similar to the &amp;ldquo;Sees you and attacks!&amp;rdquo; message that occurs when mob attacks you from an adjacent room.&lt;/p&gt;&#10;&lt;p&gt;For example lets say you walk into a room with 4 firenewt guards. You attack the first one and the fight starts to scroll. Then when each one jumps in you just see a lone attack such as&lt;/p&gt;&#10;&lt;p&gt;A firenewt guard misses you with his pierce.&lt;/p&gt;&#10;&lt;p&gt;A firenewt guard tickles you with his pierce.&lt;/p&gt;&#10;&lt;p&gt;This message just gets lost in the spam, and so it&amp;rsquo;s not real clear that another opponent has entered the fight and it&amp;rsquo;s not very easy to see how many opponents have jump in or who you&amp;rsquo;re fighting exactly.&lt;/p&gt;&#10;&lt;p&gt;Instead I&amp;rsquo;d prefer something like:&lt;/p&gt;&#10;&lt;p&gt;A firenewt guard joins the fray! (bright white)&lt;/p&gt;&#10;&lt;p&gt;A firenewt guard misses you with his pierce.&lt;/p&gt;&#10;&lt;p&gt;A firenewt guard joins the fray!&lt;/p&gt;&#10;&lt;p&gt;A firenewt guard tickles you with his pierce.&lt;/p&gt;&#10;&lt;p&gt;This would help me visualize the scene and what is happening a little better and improve the experience.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>How do _you_ carry multiple sets of equipment?</title><link>https://forum.slothmud.net/updates/mud-suggestions/how-do-you-carry-multiple-sets-of-equipment/</link><pubDate>Tue, 22 Dec 2015 18:03:37 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/how-do-you-carry-multiple-sets-of-equipment/</guid><description>&lt;div class="post" data-post-id="36345" data-author="*teker*" data-date="2015-12-22T18:03:37+00:00" data-subject="How do _you_ carry multiple sets of equipment?"&gt;&#13;&#10;&lt;p&gt;I&amp;rsquo;m about 90% of the way through some new code that will make it easier to switch between different sets of equipment. The last part I need to figure out is what to do with items that are removed as a result of wearing new gear. So for players that carry around multiple sets of equipment: How do you manage them as far as containers go? I tend to just shove everything into my cloak all together. Do you guys do the same? Or do you put different outfits in different containers? Like I said, I&amp;rsquo;ve got an easy way to wear new gear - the question is what to do with the old equipment that comes off as a result.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Add a pitcher or two to the feast</title><link>https://forum.slothmud.net/updates/mud-suggestions/add-a-pitcher-or-two-to-the-feast/</link><pubDate>Tue, 22 Dec 2015 07:44:06 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/add-a-pitcher-or-two-to-the-feast/</guid><description>&lt;div class="post" data-post-id="36341" data-author="Teron" data-date="2015-12-22T07:44:06+00:00" data-subject="Add a pitcher or two to the feast"&gt;&#13;&#10;&lt;p&gt;As you know, if thirsty, you can&amp;rsquo;t gorge.&lt;/p&gt;&#10;&lt;blockquote&gt;&lt;p&gt;&lt;strong&gt;Quote:&lt;/strong&gt;&#10;You are thirsty.&lt;/p&gt;&#10;&lt;p&gt;gorge&lt;/p&gt;&#10;&lt;p&gt;Your stomach is still full, maybe empty it a little!&lt;/p&gt;&#10;&lt;/blockquote&gt;&lt;p&gt;If you do gorge a feast, you can still be thirsty. Or, if you are not, you&amp;rsquo;ll get thirsty earlier, than you get hungry.&lt;/p&gt;&#10;&lt;blockquote&gt;&lt;p&gt;&lt;strong&gt;Quote:&lt;/strong&gt;&#10;&amp;lt;1136hp 179ma 203mv&amp;gt; 3091123617 - 5.9 -10 indoors+0, 0&lt;/p&gt;&#10;&lt;p&gt;puke&lt;/p&gt;&#10;&lt;p&gt;You puke up the contents of your stomach.&lt;/p&gt;&#10;&lt;p&gt;You are thirsty.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;1136hp 182ma 204mv&amp;gt; 3091123617 - 5.9 -10 indoors+0, 0&lt;/p&gt;&#10;&lt;p&gt;gor&lt;/p&gt;&#10;&lt;p&gt;You snatch a pitcher of icewater from the ground.&lt;/p&gt;&#10;&lt;p&gt;You quaff from a pitcher of icewater. It tastes like water.&lt;/p&gt;&#10;&lt;p&gt;You are thirsty.&lt;/p&gt;&#10;&lt;p&gt;You snatch a glass of water from the ground.&lt;/p&gt;&#10;&lt;p&gt;You quaff from a glass of water. It tastes like water.&lt;/p&gt;&#10;&lt;p&gt;You are thirsty.&lt;/p&gt;&#10;&lt;p&gt;You snatch a glass of water from the ground.&lt;/p&gt;&#10;&lt;p&gt;You quaff from a glass of water. It tastes like water.&lt;/p&gt;&#10;&lt;p&gt;You are thirsty.&lt;/p&gt;&#10;&lt;p&gt;You snatch a glass of water from the ground.&lt;/p&gt;&#10;&lt;p&gt;You quaff from a glass of water. It tastes like water.&lt;/p&gt;&#10;&lt;p&gt;You are thirsty.&lt;/p&gt;&#10;&lt;p&gt;You snatch an apple from the ground.&lt;/p&gt;&#10;&lt;p&gt;You bolt down an apple.&lt;/p&gt;&#10;&lt;p&gt;You snatch a pie from the ground.&lt;/p&gt;&#10;&lt;p&gt;You consume a pie.&lt;/p&gt;&#10;&lt;p&gt;You snatch a loaf from the ground.&lt;/p&gt;&#10;&lt;p&gt;You devour a loaf.&lt;/p&gt;&#10;&lt;p&gt;You snatch assorted nuts from the ground.&lt;/p&gt;&#10;&lt;p&gt;You gulp down assorted nuts.&lt;/p&gt;&#10;&lt;p&gt;You snatch a pastry from the ground.&lt;/p&gt;&#10;&lt;p&gt;You devour a pastry.&lt;/p&gt;&#10;&lt;p&gt;You are absolutely stuffed.&lt;/p&gt;&#10;&lt;p&gt;You&amp;rsquo;re still a tad thirsty.&lt;/p&gt;&#10;&lt;/blockquote&gt;&lt;p&gt;I suggest adding 1-2 pitchers to the feast, so you don&amp;rsquo;t leave the table thirsty.&lt;/p&gt;&#10;&lt;p&gt;Though I do understand that IRL you do get thirsty earlier, than hungry, do remember, this is a gorge. If gorging from a garden w/ a freshspring, you don&amp;rsquo;t get thirsty earlier, than you do get hungry.&lt;/p&gt;&#10;&lt;p&gt;If you do rely on feast, then you enter a loop, where you have to puke/gorge all the time, because you don&amp;rsquo;t get enough water from the feast.&lt;/p&gt;&#10;&lt;p&gt;Thanks.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Add more weapon dam items that have low ac</title><link>https://forum.slothmud.net/updates/mud-suggestions/add-more-weapon-dam-items-that-have-low-ac/</link><pubDate>Sat, 19 Dec 2015 22:05:34 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/add-more-weapon-dam-items-that-have-low-ac/</guid><description>&lt;div class="post" data-post-id="36331" data-author="Hung" data-date="2015-12-19T22:05:34+00:00" data-subject="Add more weapon dam items that have low ac"&gt;&#13;&#10;&lt;p&gt;Hi,&lt;/p&gt;&#10;&lt;p&gt;Right now, the only way to make considerable melee damage per round before 9x40 is to have 40th monk and full monk gear.&lt;/p&gt;&#10;&lt;p&gt;The traditional way of damaging with sword does very modest amount of damage even with prime warrior sword or trip40 axe. Also warrior has no analogue of a monk&amp;rsquo;s strike.&lt;/p&gt;&#10;&lt;p&gt;Moreover the weapon damage gear is either very expensive or adds only 1 point of wd.&lt;/p&gt;&#10;&lt;p&gt;As far as I understand the reason for such choice was that the warrior supposed to go in full ac gear. Therefore the most wd is either external to eq(gems and purchases in avatar shop) or drachma.&lt;/p&gt;&#10;&lt;p&gt;However there are many situations when you can sacrifice ac in favor of wd. I.e. when you solo and want mob to die as fast as possible. Or when you are in group and dont tank.&lt;/p&gt;&#10;&lt;p&gt;So I propose add more wd items that dont have maximum ac.&lt;/p&gt;&#10;&lt;p&gt;I.e.&lt;/p&gt;&#10;&lt;p&gt;a ring of master warrior (-.3ac +2wd)&lt;/p&gt;&#10;&lt;p&gt;a battle shirt of Galavan ranger (-1.9ac +4wd)&lt;/p&gt;&#10;&lt;p&gt;a sleeves of butcher (-.5ac +3wd)&lt;/p&gt;&#10;&lt;p&gt;a shield of defender (-.8ac +2wd)&lt;/p&gt;&#10;&lt;p&gt;a pirate&amp;rsquo;s bracer (-.2ac +2wd)&lt;/p&gt;&#10;&lt;p&gt;a scarab of the warrior (-.3ac +2wd)&lt;/p&gt;&#10;&lt;p&gt;Sorry for the bad English.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Fleeing mobs</title><link>https://forum.slothmud.net/updates/mud-suggestions/fleeing-mobs/</link><pubDate>Thu, 17 Dec 2015 11:45:12 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/fleeing-mobs/</guid><description>&lt;div class="post" data-post-id="36326" data-author="Dragoth" data-date="2015-12-17T11:45:12+00:00" data-subject="Fleeing mobs"&gt;&#13;&#10;&lt;p&gt;Right now we have web and arms of the abyss as the main tool against fleeing mobs, but there are mobs that break that and it turns into a real annoyance and there is nothing that a player can do to combat that &lt;strong&gt;directly&lt;/strong&gt;, which really goes against the spirit of the game, there should always exist a tool to deal with whatever situation the game throws at you, at the right level.&lt;/p&gt;&#10;&lt;p&gt;I feel like this is a good chance to utilize some of the skills and spells that have the framework but seemingly provide very little benefit at the moment, like stun or force field.&lt;/p&gt;&#10;&lt;p&gt;Bards also have various songs that affect monsters behaviours and yet there are no songs that can stop a mob from fleeing, which is odd.&lt;/p&gt;&#10;&lt;p&gt;If this is an important annoyance, handdam check for stuns, cleric level check for forcefield and charisma check for bard songs could be coded in, so that players level or effort(via an adequate eq set) matches the importance of this annoyance.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>How do players supposed to pick this up?</title><link>https://forum.slothmud.net/updates/mud-suggestions/how-do-players-supposed-to-pick-this-up/</link><pubDate>Fri, 11 Dec 2015 19:57:18 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/how-do-players-supposed-to-pick-this-up/</guid><description>&lt;div class="post" data-post-id="36296" data-author="Yasik" data-date="2015-12-11T19:57:18+00:00" data-subject="How do players supposed to pick this up?"&gt;&#13;&#10;&lt;p&gt;l&lt;/p&gt;&#10;&lt;p&gt;Magnolia&lt;/p&gt;&#10;&lt;p&gt;The path curves around a large magnolia tree, almost forty feet high.&lt;/p&gt;&#10;&lt;p&gt;It is covered with large white flowers, which emit a strong, sweet scent.&lt;/p&gt;&#10;&lt;p&gt;The path is edged with stone blocks, possibly in an attempt to stop it&lt;/p&gt;&#10;&lt;p&gt;from slipping down the slope toward the sea.&lt;/p&gt;&#10;&lt;p&gt;Exits: East South West&lt;/p&gt;&#10;&lt;p&gt;A glowing, sparkling nothingness glitters in midair.&lt;/p&gt;&#10;&lt;p&gt;A brightly colored ornate glass bottle lies on the ground here. [2]&lt;/p&gt;&#10;&lt;p&gt;A large fountain is here gurgling out an endless stream of water.&lt;/p&gt;&#10;&lt;p&gt;A large note dispenser, with a button on the top, is here against the wall.&lt;/p&gt;&#10;&lt;p&gt;A magical contraption, the shadowgram, floats just above the Magnolia.&lt;/p&gt;&#10;&lt;p&gt;A large bulletin board is mounted on a wall here.&lt;/p&gt;&#10;&lt;p&gt;A seagull flies around, looking for handouts.&lt;/p&gt;&#10;&lt;p&gt;A sailor in filthy clothing staggers and nearly falls beside you.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;1089hp 583ma 400mv&amp;gt; &amp;raquo; - &amp;laquo; +9 -0.3 1,413,753,503 25,569 raining Lyme Town&lt;/p&gt;&#10;&lt;p&gt;take glowing&lt;/p&gt;&#10;&lt;p&gt;You do not see a glowing here.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;1089hp 598ma 404mv&amp;gt; &amp;raquo; - &amp;laquo; +9 -0.3 1,413,753,503 25,569 raining Lyme Town&lt;/p&gt;&#10;&lt;p&gt;take sparkling&lt;/p&gt;&#10;&lt;p&gt;You do not see a sparkling here.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;1089hp 599ma 404mv&amp;gt; &amp;raquo; - &amp;laquo; +9 -0.3 1,413,753,503 25,569 raining Lyme Town&lt;/p&gt;&#10;&lt;p&gt;take nothingness&lt;/p&gt;&#10;&lt;p&gt;You do not see a nothingness here.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;1089hp 604ma 404mv&amp;gt; &amp;raquo; - &amp;laquo; +9 -0.3 1,413,753,503 25,569 raining Lyme Town&lt;/p&gt;&#10;&lt;p&gt;exam nothingness&lt;/p&gt;&#10;&lt;p&gt;You do not see that here.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>&amp;quot;wear all.&amp;lt;item&amp;gt;&amp;quot; not working?</title><link>https://forum.slothmud.net/updates/mud-suggestions/quot-wear-all-lt-item-gt-quot-not-working/</link><pubDate>Tue, 24 Nov 2015 09:41:39 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/quot-wear-all-lt-item-gt-quot-not-working/</guid><description>&lt;div class="post" data-post-id="36206" data-author="Yasik" data-date="2015-11-24T09:41:39+00:00" data-subject="&amp;amp;quot;wear all.&amp;amp;lt;item&amp;amp;gt;&amp;amp;quot; not working?"&gt;&#13;&#10;&lt;p&gt;Is it I do something wrong or &amp;ldquo;all.&amp;rdquo; feature do not apply to &amp;ldquo;wear all&amp;rdquo;? Can we have this fixed anytime soon, please?&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;112hp 156ma 97mv&amp;gt; &amp;raquo; - &amp;laquo; -4 1.0 67637 14733 indoors Newbatia&lt;/p&gt;&#10;&lt;p&gt;buy sky&lt;/p&gt;&#10;&lt;p&gt;Marta the librarian tells you &amp;lsquo;Here you go honey. It&amp;rsquo;s courtesy of the guilds.&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;You now have a sky blue spellbook.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;112hp 156ma 98mv&amp;gt; &amp;raquo; - &amp;laquo; -4 1.0 67637 14733 indoors Newbatia&lt;/p&gt;&#10;&lt;p&gt;rest&lt;/p&gt;&#10;&lt;p&gt;You sit down and rest your tired bones.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;112hp 156ma 98mv&amp;gt; &amp;raquo; - &amp;laquo; -4 1.0 67637 14733 indoors Newbatia&lt;/p&gt;&#10;&lt;p&gt;rem all.chain&lt;/p&gt;&#10;&lt;p&gt;You stop using a gold chain.&lt;/p&gt;&#10;&lt;p&gt;You stop using a gold chain.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;112hp 156ma 99mv&amp;gt; &amp;raquo; - &amp;laquo; -4 1.6 67637 14733 indoors Newbatia&lt;/p&gt;&#10;&lt;p&gt;wea all.pendant&lt;/p&gt;&#10;&lt;p&gt;You do not seem to have the &amp;lsquo;all.pendant&amp;rsquo;.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;112hp 156ma 101mv&amp;gt; &amp;raquo; - &amp;laquo; -4 1.6 67637 14733 indoors Newbatia&lt;/p&gt;&#10;&lt;p&gt;i&lt;/p&gt;&#10;&lt;p&gt;You are carrying:&lt;/p&gt;&#10;&lt;p&gt;a gold chain [2]&lt;/p&gt;&#10;&lt;p&gt;a sky blue spellbook..It emits a faint humming sound!&lt;/p&gt;&#10;&lt;p&gt;a canteen&lt;/p&gt;&#10;&lt;p&gt;a small gold bird pendant [2]&lt;/p&gt;&#10;&lt;p&gt;a dwarvish recall scroll [2]&lt;/p&gt;&#10;&lt;p&gt;a forest green wreath&lt;/p&gt;&#10;&lt;p&gt;an ether-coated ticket&lt;/p&gt;&#10;&lt;p&gt;a minor scroll of recall&lt;/p&gt;&#10;&lt;p&gt;a backpack&lt;/p&gt;&#10;&lt;p&gt;a pair of rose colored glasses&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;112hp 156ma 102mv&amp;gt; &amp;raquo; - &amp;laquo; -4 1.6 67637 14733 indoors Newbatia&lt;/p&gt;&#10;&lt;p&gt;wear all.pendant&lt;/p&gt;&#10;&lt;p&gt;You do not seem to have the &amp;lsquo;all.pendant&amp;rsquo;.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;112hp 156ma 104mv&amp;gt; &amp;raquo; - &amp;laquo; -4 1.6 67637 14733 indoors Newbatia&lt;/p&gt;&#10;&lt;p&gt;Marta the librarian says &amp;lsquo;Ah, a seeker of knowledge. Welcome to our humble library!&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;112hp 156ma 105mv&amp;gt; &amp;raquo; - &amp;laquo; -4 1.6 67637 14733 indoors Newbatia&lt;/p&gt;&#10;&lt;p&gt;wear pendant&lt;/p&gt;&#10;&lt;p&gt;You wear a small gold bird pendant around your neck.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;112hp 156ma 107mv&amp;gt; &amp;raquo; - &amp;laquo; -4 1.6 67637 14733 indoors Newbatia&lt;/p&gt;&#10;&lt;p&gt;wear pendant&lt;/p&gt;&#10;&lt;p&gt;You wear a small gold bird pendant around your neck.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;112hp 156ma 107mv&amp;gt; &amp;raquo; - &amp;laquo; -4 1.6 67637 14733 indoors Newbatia&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Kobolds</title><link>https://forum.slothmud.net/updates/mud-suggestions/kobolds/</link><pubDate>Fri, 20 Nov 2015 15:42:40 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/kobolds/</guid><description>&lt;div class="post" data-post-id="36197" data-author="Yasik" data-date="2015-11-20T15:42:40+00:00" data-subject="Kobolds"&gt;&#13;&#10;&lt;p&gt;The log is below.&lt;/p&gt;&#10;&lt;p&gt;At this state I consider The Kobold Village is not newbie-friendly area.&lt;/p&gt;&#10;&lt;p&gt;In my player&amp;rsquo;s opinion, it was better before, and not overpowered at the same time.&lt;/p&gt;&#10;&lt;p&gt;Suggestion #1: to remove &amp;lsquo;assist&amp;rsquo; function;&lt;/p&gt;&#10;&lt;p&gt;Suggestion #2: to remove &amp;lsquo;rescue&amp;rsquo; function;&lt;/p&gt;&#10;&lt;p&gt;Main Entrance to the Kobold Caves&lt;/p&gt;&#10;&lt;p&gt;Exits: North East South West&lt;/p&gt;&#10;&lt;p&gt;A short, dog-like humanoid, recognizable as a kobold, stands here.&lt;/p&gt;&#10;&lt;p&gt;A kobold youth struts about, trying to look fierce.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;50hp 87ma 103mv&amp;gt; &amp;raquo; - &amp;laquo; -3 1491 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;kill youth&lt;/p&gt;&#10;&lt;p&gt;A kobold youth hates your guts!&lt;/p&gt;&#10;&lt;p&gt;You barely pound a kobold youth.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;50hp 87ma 104mv&amp;gt; &amp;raquo; 84 &amp;laquo; -3 1515 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;You pound a kobold youth hard.&lt;/p&gt;&#10;&lt;p&gt;A kobold youth barely hits you.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;46hp 87ma 104mv&amp;gt; &amp;raquo; 57 &amp;laquo; -3 1571 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;You barely pound a kobold youth.&lt;/p&gt;&#10;&lt;p&gt;A kobold youth hits you.&lt;/p&gt;&#10;&lt;p&gt;A male kobold hits you hard.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;32hp 87ma 106mv&amp;gt; &amp;raquo; 46 &amp;laquo; -3 1574 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;cast &amp;lsquo;Cure Light&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Ok.&lt;/p&gt;&#10;&lt;p&gt;You feel better!&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;34hp 80ma 106mv&amp;gt; &amp;raquo; 46 &amp;laquo; -3 1584 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;You tickle a kobold youth as you pound him.&lt;/p&gt;&#10;&lt;p&gt;A kobold youth misses you with his hit.&lt;/p&gt;&#10;&lt;p&gt;A male kobold misses you with his hit.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;35hp 80ma 107mv&amp;gt; &amp;raquo; 38 &amp;laquo; -3 1586 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;cast &amp;lsquo;Cure Light&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Ok.&lt;/p&gt;&#10;&lt;p&gt;You feel better!&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;41hp 73ma 107mv&amp;gt; &amp;raquo; 38 &amp;laquo; -3 1616 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;You miss a kobold youth with your pound.&lt;/p&gt;&#10;&lt;p&gt;A kobold youth misses you with his hit.&lt;/p&gt;&#10;&lt;p&gt;A male kobold misses you with his hit.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;41hp 74ma 108mv&amp;gt; &amp;raquo; 38 &amp;laquo; -3 1616 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;cast &amp;lsquo;Cure Light&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Ok.&lt;/p&gt;&#10;&lt;p&gt;You feel better!&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;44hp 67ma 108mv&amp;gt; &amp;raquo; 38 &amp;laquo; -3 1631 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;cast &amp;lsquo;Cure Light&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;You barely pound a kobold youth.&lt;/p&gt;&#10;&lt;p&gt;A kobold youth misses you with his hit.&lt;/p&gt;&#10;&lt;p&gt;A male kobold hits you hard.&lt;/p&gt;&#10;&lt;p&gt;Ok.&lt;/p&gt;&#10;&lt;p&gt;You feel better!&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;39hp 61ma 108mv&amp;gt; &amp;raquo; 26 &amp;laquo; -3 1663 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;You pound a kobold youth hard.&lt;/p&gt;&#10;&lt;p&gt;A kobold youth is stunned, but will probably regain consciousness again.&lt;/p&gt;&#10;&lt;p&gt;A male kobold hits you hard.&lt;/p&gt;&#10;&lt;p&gt;A male kobold heroically rescues a kobold youth.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;30hp 62ma 108mv&amp;gt; &amp;raquo; 100 &amp;laquo; -3 1719 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;cast &amp;lsquo;Cure Light&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Ok.&lt;/p&gt;&#10;&lt;p&gt;You feel better!&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;36hp 55ma 108mv&amp;gt; &amp;raquo; 100 &amp;laquo; -3 1749 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;A male kobold hates your guts!&lt;/p&gt;&#10;&lt;p&gt;You miss a male kobold with your pound.&lt;/p&gt;&#10;&lt;p&gt;A male kobold hits you hard.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;26hp 55ma 108mv&amp;gt; &amp;raquo; 100 &amp;laquo; -3 1749 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;cast &amp;lsquo;Cure Light&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Ok.&lt;/p&gt;&#10;&lt;p&gt;You feel better!&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;27hp 48ma 108mv&amp;gt; &amp;raquo; 100 &amp;laquo; -3 1754 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;You barely pound a male kobold.&lt;/p&gt;&#10;&lt;p&gt;A male kobold misses you with his hit.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;27hp 49ma 108mv&amp;gt; &amp;raquo; 92 &amp;laquo; -3 1770 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;cast &amp;lsquo;Cure Light&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Ok.&lt;/p&gt;&#10;&lt;p&gt;You feel better!&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;30hp 42ma 108mv&amp;gt; &amp;raquo; 92 &amp;laquo; -3 1785 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;You miss a male kobold with your pound.&lt;/p&gt;&#10;&lt;p&gt;A male kobold misses you with his hit.&lt;/p&gt;&#10;&lt;p&gt;A male kobold makes a nice ballet step which plants a foot a mile above your head.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;30hp 43ma 108mv&amp;gt; &amp;raquo; 92 &amp;laquo; -3 1785 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;cast &amp;lsquo;Cure Light&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Ok.&lt;/p&gt;&#10;&lt;p&gt;You feel better!&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;36hp 36ma 108mv&amp;gt; &amp;raquo; 92 &amp;laquo; -3 1815 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;You miss a male kobold with your pound.&lt;/p&gt;&#10;&lt;p&gt;A male kobold misses you with his hit.&lt;/p&gt;&#10;&lt;p&gt;A male kobold misses a kick at your groin, you breathe lighter now.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;37hp 37ma 108mv&amp;gt; &amp;raquo; 92 &amp;laquo; -3 1815 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;cast &amp;lsquo;Cure Light&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Ok.&lt;/p&gt;&#10;&lt;p&gt;You feel better!&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;40hp 30ma 108mv&amp;gt; &amp;raquo; 92 &amp;laquo; -3 1830 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;A kobold mercenary arrives from the north.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;40hp 30ma 108mv&amp;gt; &amp;raquo; 92 &amp;laquo; -3 1830 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;You barely pound a male kobold.&lt;/p&gt;&#10;&lt;p&gt;A male kobold hits you hard.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;30hp 30ma 108mv&amp;gt; &amp;raquo; 85 &amp;laquo; -3 1894 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;cast &amp;lsquo;Cure Light&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Ok.&lt;/p&gt;&#10;&lt;p&gt;You are taking the first steps along the way to redemption.&lt;/p&gt;&#10;&lt;p&gt;You feel better!&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;31hp 23ma 108mv&amp;gt; &amp;raquo; 85 &amp;laquo; -3 1899 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;You pound a male kobold.&lt;/p&gt;&#10;&lt;p&gt;A male kobold misses you with his hit.&lt;/p&gt;&#10;&lt;p&gt;A male kobold wipes his boots in your face.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;26hp 24ma 108mv&amp;gt; &amp;raquo; 77 &amp;laquo; -3 1979 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;cast &amp;lsquo;Cure Light&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Ok.&lt;/p&gt;&#10;&lt;p&gt;You feel better!&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;28hp 17ma 108mv&amp;gt; &amp;raquo; 77 &amp;laquo; -3 1989 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;A kobold mercenary leaves south.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;29hp 18ma 108mv&amp;gt; &amp;raquo; 100 &amp;laquo; -3 1989 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;You miss a male kobold with your pound.&lt;/p&gt;&#10;&lt;p&gt;A male kobold misses you with his hit.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;29hp 18ma 108mv&amp;gt; &amp;raquo; 100 &amp;laquo; -3 1989 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;cast &amp;lsquo;Cure Light&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Ok.&lt;/p&gt;&#10;&lt;p&gt;You feel better!&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;33hp 11ma 108mv&amp;gt; &amp;raquo; 100 &amp;laquo; -3 2009 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;You miss a male kobold with your pound.&lt;/p&gt;&#10;&lt;p&gt;A male kobold misses you with his hit.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;33hp 12ma 108mv&amp;gt; &amp;raquo; 100 &amp;laquo; -3 2009 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;cast &amp;lsquo;Cure Light&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Ok.&lt;/p&gt;&#10;&lt;p&gt;You feel better!&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;38hp 5ma 108mv&amp;gt; &amp;raquo; 100 &amp;laquo; -3 2034 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;A kobold youth remembers you, and ATTACKS!&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;37hp 5ma 108mv&amp;gt; &amp;raquo; 100 &amp;laquo; -3 2034 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;You pound a male kobold hard.&lt;/p&gt;&#10;&lt;p&gt;A kobold youth misses you with his hit.&lt;/p&gt;&#10;&lt;p&gt;A male kobold misses you with his hit.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;37hp 5ma 108mv&amp;gt; &amp;raquo; 87 &amp;laquo; -3 2097 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;You miss a male kobold with your pound.&lt;/p&gt;&#10;&lt;p&gt;A kobold youth barely hits you.&lt;/p&gt;&#10;&lt;p&gt;A male kobold misses you with his hit.&lt;/p&gt;&#10;&lt;p&gt;A male kobold misses a kick at your groin, you breathe lighter now.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;34hp 6ma 108mv&amp;gt; &amp;raquo; 87 &amp;laquo; -3 2097 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;cast &amp;lsquo;Cure Light&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Ok.&lt;/p&gt;&#10;&lt;p&gt;You feel better!&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;42hp 0ma 108mv&amp;gt; &amp;raquo; 87 &amp;laquo; -3 2137 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;You barely pound a male kobold.&lt;/p&gt;&#10;&lt;p&gt;A kobold youth misses you with his hit.&lt;/p&gt;&#10;&lt;p&gt;A male kobold misses you with his hit.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;42hp 0ma 108mv&amp;gt; &amp;raquo; 80 &amp;laquo; -3 2153 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;You barely pound a male kobold.&lt;/p&gt;&#10;&lt;p&gt;A kobold youth misses you with his hit.&lt;/p&gt;&#10;&lt;p&gt;A male kobold misses you with his hit.&lt;/p&gt;&#10;&lt;p&gt;A male kobold makes a nice ballet step which plants a foot a mile above your head.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;42hp 1ma 108mv&amp;gt; &amp;raquo; 75 &amp;laquo; -3 2195 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;You miss a male kobold with your pound.&lt;/p&gt;&#10;&lt;p&gt;A kobold youth misses you with his hit.&lt;/p&gt;&#10;&lt;p&gt;A male kobold hits you hard.&lt;/p&gt;&#10;&lt;p&gt;A male kobold wipes his boots in your face.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;29hp 1ma 108mv&amp;gt; &amp;raquo; 75 &amp;laquo; -3 2195 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;You barely pound a male kobold.&lt;/p&gt;&#10;&lt;p&gt;A kobold youth misses you with his hit.&lt;/p&gt;&#10;&lt;p&gt;A male kobold misses you with his hit.&lt;/p&gt;&#10;&lt;p&gt;A male kobold wipes his boots in your face.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;25hp 2ma 108mv&amp;gt; &amp;raquo; 70 &amp;laquo; -3 2231 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;You barely pound a male kobold.&lt;/p&gt;&#10;&lt;p&gt;A kobold youth misses you with his hit.&lt;/p&gt;&#10;&lt;p&gt;A male kobold hits you hard.&lt;/p&gt;&#10;&lt;p&gt;A male kobold makes a nice ballet step which plants a foot a mile above your head.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;16hp 3ma 108mv&amp;gt; &amp;raquo; 64 &amp;laquo; -3 2243 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;You barely pound a male kobold.&lt;/p&gt;&#10;&lt;p&gt;A kobold youth barely hits you.&lt;/p&gt;&#10;&lt;p&gt;A male kobold hits you hard.&lt;/p&gt;&#10;&lt;p&gt;You wish that your wounds would stop BLEEDING that much!&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;4hp 4ma 108mv&amp;gt; &amp;raquo; 59 &amp;laquo; -3 2303 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;fle&lt;/p&gt;&#10;&lt;p&gt;Entrance to the Kobold Village&lt;/p&gt;&#10;&lt;p&gt;Exits: North South West&lt;/p&gt;&#10;&lt;p&gt;You flee head over heels.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;4hp 4ma 106mv&amp;gt; &amp;raquo; - &amp;laquo; -3 2303 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;You feel less protected.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;5hp 5ma 107mv&amp;gt; &amp;raquo; - &amp;laquo; -3 2303 418 indoors Kobold Village&lt;/p&gt;&#10;&lt;p&gt;score&lt;/p&gt;&#10;&lt;p&gt;Bonnibel Bubblegum (level: 5)&lt;/p&gt;&#10;&lt;p&gt;Your levels: Cl: 5&lt;/p&gt;&#10;&lt;p&gt;You are 17 years, 20 days old.&lt;/p&gt;&#10;&lt;p&gt;You are a citizen of Valkyre.&lt;/p&gt;&#10;&lt;p&gt;You are a devout worshipper of (null).&lt;/p&gt;&#10;&lt;p&gt;You are tainted with evil.&lt;/p&gt;&#10;&lt;p&gt;You have not explored this area at all.&lt;/p&gt;&#10;&lt;p&gt;You have 6(57) hit, 7(87) mana and 108(108) movement points.&lt;/p&gt;&#10;&lt;p&gt;You have 418 gold coins.&lt;/p&gt;&#10;&lt;p&gt;You have 2303 unused experience points.&lt;/p&gt;&#10;&lt;p&gt;You have been playing for 2 hours, 41 minutes.&lt;/p&gt;&#10;&lt;p&gt;You are standing.&lt;/p&gt;&#10;&lt;p&gt;You are affected by the following spells: None.&lt;/p&gt;&#10;&lt;p&gt;Also, I collecting ideas and suggestons on low-level activity, and will submit shortly, when I think I have enough.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>A sore in perfectionist's eyes</title><link>https://forum.slothmud.net/updates/mud-suggestions/a-sore-in-perfectionist-s-eyes/</link><pubDate>Wed, 30 Sep 2015 12:06:03 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/a-sore-in-perfectionist-s-eyes/</guid><description>&lt;div class="post" data-post-id="36108" data-author="Yasik" data-date="2015-09-30T12:06:03+00:00" data-subject="A sore in perfectionist&amp;#x27;s eyes"&gt;&#13;&#10;&lt;p&gt;&lt;strong&gt;A1 the cherub tells you &amp;lsquo;I&amp;rsquo;ve found a wereturtle in Dark Tunnel, sir! he&amp;rsquo;s got something!&amp;rsquo;&lt;/strong&gt;&lt;/p&gt;&#10;&lt;p&gt;Can we have this message fixed so &amp;ldquo;he / she / it&amp;rdquo; Capitalized because it is beginning of sentence, and 1 space removed after &amp;ldquo;sir!&amp;rdquo;, please?&lt;/p&gt;&#10;&lt;p&gt;This will make our game more beautiful.&lt;/p&gt;&#10;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="36465" data-author="Yasik" data-date="2016-01-14T16:50:09+00:00" data-subject="Re: A sore in perfectionist&amp;#x27;s eyes"&gt;&#13;&#10;&lt;p&gt;h rule 1&lt;/p&gt;&#10;&lt;p&gt;&amp;ldquo;RULE 1&amp;rdquo; &amp;ldquo;RULE ONE&amp;rdquo; MULTIPLAYING&lt;/p&gt;&#10;&lt;ol&gt;&#10;&lt;li&gt;No Multiplaying.&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;====================&lt;/p&gt;&#10;&lt;p&gt;Muliplaying is the act of having more than one character simultaneously&lt;/p&gt;&#10;&lt;p&gt;visible within the game of Sloth, whether the link is active or not.&lt;/p&gt;&#10;&lt;p&gt;There are NO circumstances where one may play two characters at the same&lt;/p&gt;&#10;&lt;p&gt;time. This includes playing two characters from separate machines or&lt;/p&gt;&#10;&lt;p&gt;separate windows on the same machine at the same time.&lt;/p&gt;&#10;&lt;p&gt;You MUST ALWAYS rent one character before logging on another. Therefore(COMMA)&lt;/p&gt;&#10;&lt;p&gt;DO NOT just cut your link before logging on another character.&lt;/p&gt;&#10;&lt;p&gt;Asking for help while one of your other characters is dead IS NOT permitted.&lt;/p&gt;&#10;&lt;p&gt;You MAY NOT pass equipment between two characters owned by you which have&lt;/p&gt;&#10;&lt;p&gt;both been logged on by you, not even in an Inn. (IN THE INN or AT THE INN?)&lt;/p&gt;&#10;&lt;p&gt;You MAY NOT mortally wound a mob(COMMA?) then log on another character of yours to&lt;/p&gt;&#10;&lt;p&gt;kill it and gain experience. Even if your other character has logged off.&lt;/p&gt;&#10;&lt;p&gt;You MAY use one character to collect the corpse of another of your&lt;/p&gt;&#10;&lt;p&gt;characters, as long as only one character is on at any time.&lt;/p&gt;&#10;&lt;p&gt;Multiplaying WILL be punished.&lt;/p&gt;&#10;&lt;p&gt;h rule 2&lt;/p&gt;&#10;&lt;p&gt;&amp;ldquo;RULE 2&amp;rdquo; &amp;ldquo;RULE TWO&amp;rdquo; &amp;ldquo;PLAYER LOOTING&amp;rdquo; PLOOTING&lt;/p&gt;&#10;&lt;ol start="2"&gt;&#10;&lt;li&gt;No Player Looting is permitted on Sloth.&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;===========================================&lt;/p&gt;&#10;&lt;p&gt;This is defined as: Taking a players(APOSTROPHE &amp;rsquo; BEFORE S) corpse or any of the(IT&amp;rsquo;S) contents(DELETE S?) after&lt;/p&gt;&#10;&lt;p&gt;a player has corpsed and deliberately not returning it to the rightful&lt;/p&gt;&#10;&lt;p&gt;owner.&lt;/p&gt;&#10;&lt;p&gt;The only cases were player looting is allowed is after an outlawed player&lt;/p&gt;&#10;&lt;p&gt;is killed. The player would have had their name on the outlaw board.&lt;/p&gt;&#10;&lt;p&gt;Non sanctioned player looting is subject to harsh penalties.&lt;/p&gt;&#10;&lt;p&gt;h rule 3&lt;/p&gt;&#10;&lt;p&gt;&amp;ldquo;RULE 3&amp;rdquo; &amp;ldquo;RULE THREE&amp;rdquo; &amp;ldquo;PLAYER KILLING&amp;rdquo; &amp;ldquo;PKILLING&amp;rdquo;&lt;/p&gt;&#10;&lt;ol start="3"&gt;&#10;&lt;li&gt;No Player Killing.&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;======================&lt;/p&gt;&#10;&lt;p&gt;Player killing is not permitted without a good reason (and this reason&lt;/p&gt;&#10;&lt;p&gt;will have to (BE?) explained to the immortal that deals with this problem).&lt;/p&gt;&#10;&lt;p&gt;If you are going to kill someone for stealing from you, make quite certain&lt;/p&gt;&#10;&lt;p&gt;that you have the right culprit - or you could get in trouble yourself.&lt;/p&gt;&#10;&lt;p&gt;h rule 4&lt;/p&gt;&#10;&lt;p&gt;&amp;ldquo;RULE 4&amp;rdquo; &amp;ldquo;RULE FOUR&amp;rdquo; ROBOT BOTTING&lt;/p&gt;&#10;&lt;ol start="4"&gt;&#10;&lt;li&gt;No Robotting.&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;=================&lt;/p&gt;&#10;&lt;p&gt;Robotting is the act of setting up your MUD client to run the character on&lt;/p&gt;&#10;&lt;p&gt;its own. Playing a &amp;lsquo;robot&amp;rsquo; character is forbidden, and will be punished.&lt;/p&gt;&#10;&lt;p&gt;You ARE NOT allowed to program your MUD client to allow your buddy to&lt;/p&gt;&#10;&lt;p&gt;have full control over your character.&lt;/p&gt;&#10;&lt;p&gt;Allowing the leader to set your targets,(NO COMMA?) and &amp;ldquo;all up&amp;rdquo; triggers are fine.&lt;/p&gt;&#10;&lt;p&gt;Cleric Bots are illegal if you are away from keyboard. You will be&lt;/p&gt;&#10;&lt;p&gt;considered a robot even if your actions are not benefiting yourself.&lt;/p&gt;&#10;&lt;p&gt;You MAY create actions/triggers that perform otherwise repetitive actions&lt;/p&gt;&#10;&lt;p&gt;during and between fights. E.g. circling, eating and drinking.&lt;/p&gt;&#10;&lt;p&gt;If you need to AFK to get a drink or answer the phone, that is one thing,&lt;/p&gt;&#10;&lt;p&gt;being AFK in a group for 10-15 minutes while still&lt;/p&gt;&#10;&lt;p&gt;[ NOT SHOWING THE REST OF HELP-FILE ]&lt;/p&gt;&#10;&lt;p&gt;h rule 5&lt;/p&gt;&#10;&lt;p&gt;&amp;ldquo;RULE 5&amp;rdquo; &amp;ldquo;RULE FIVE&amp;rdquo; SMUGGLING TEMPORARY&lt;/p&gt;&#10;&lt;ol start="5"&gt;&#10;&lt;li&gt;No Smuggling of &amp;ldquo;TEMP&amp;rdquo; equipment.&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;=====================================&lt;/p&gt;&#10;&lt;p&gt;Equipment designated as &amp;ldquo;TEMP&amp;rdquo; (including the Specularem) is only to be&lt;/p&gt;&#10;&lt;p&gt;used on the continent they were acquired.&lt;/p&gt;&#10;&lt;p&gt;Anyone caught smuggling temporary equipment will feel the wrath of the gods!&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Alternate way of farming gems/cps</title><link>https://forum.slothmud.net/updates/mud-suggestions/alternate-way-of-farming-gems-cps/</link><pubDate>Mon, 31 Aug 2015 01:27:39 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/alternate-way-of-farming-gems-cps/</guid><description>&lt;div class="post" data-post-id="36065" data-author="Vegetable" data-date="2015-08-31T01:27:39+00:00" data-subject="Alternate way of farming gems/cps"&gt;&#13;&#10;&lt;p&gt;Hi, just wondering if it is possible to have an alternate way of farming for gems and some high level gear/cps. Group doesn&amp;rsquo;t happen much lately with the current player base (not to say grouping never happen but not frequent and ppl have preference over xp group than eq/cp). I suggest to have an alternate way of farming gems and high level gears/cps. Perhaps buying it from certain npc with xp/gold/universal token for gems (so you can change for something you need rather than have thousands of gem u dont need)/weekly aq you can do to get certain currency for certain cps/gems? The price is up to the immort to decide. This will make gem or eq more attainable to new and casual/solo players. Anyway, this is just what i have in mind. Feel free to put in your thoughts :)&lt;/p&gt;&#10;&lt;p&gt;Vege&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Age and History.</title><link>https://forum.slothmud.net/updates/mud-suggestions/age-and-history/</link><pubDate>Sat, 22 Aug 2015 14:41:16 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/age-and-history/</guid><description>&lt;div class="post" data-post-id="36057" data-author="Dragoth" data-date="2015-08-22T14:41:16+00:00" data-subject="Age and History."&gt;&#13;&#10;&lt;p&gt;Right, I know this is a sore spot and I know mud needs this to encourage people to run different areas and explore and to avoid camping, but may I just suggest a few small things for consideration to make it more bearable for all us mortals?&lt;/p&gt;&#10;&lt;p&gt;The reason that i bring this is up is because there aren&amp;rsquo;t really that many great exp areas on the mud that suit any particular character, nomatter how much you explore and try to run different areas you&amp;rsquo;ll still end up with getting less and less exp with every kill, made even worse if the mobs you kill aren&amp;rsquo;t unique.&lt;/p&gt;&#10;&lt;p&gt;Kill history also breeds another problem of high levels going to newbie areas and just wiping it out to clear the history - what is the purpose of this, does it make sense to anyone that I go and kill low level mobs so i can get full exp on my normal mobs ? If we had any sort of meaningful newbie population this would be a real nuisance for them.&lt;/p&gt;&#10;&lt;p&gt;My first suggestions is to add a level check to mobs in history so as to avoid high level people clearing newbie mobs. My second suggestion is to clear kill history every 12 hours on every character, this time is still enough to make people try and run different mobs and is also short enough to not be terribly bothered by it.&lt;/p&gt;&#10;&lt;p&gt;This configuration would also allow players to log in the morning before work, kill their favorite mobs and rent for the day ,then come back from work and clear them again without ever having to deal with any of this history nonsense; And more importantly I believe this would also encourage players with more time on their hands to play different characters.&lt;/p&gt;&#10;&lt;p&gt;Right, now to aged exp.&lt;/p&gt;&#10;&lt;p&gt;We all know those areas where everybody goes to first thing and some only log in once a day to do a run through those few areas, you can meet 3x40 people exping there, you can meet 9x40 people running there, this is another issue in itself, but i&amp;rsquo;d like to address the issue of aged exp. See, if you only log in to do a quick run through those favorite areas, you&amp;rsquo;d be terribly annoyed if someone has only just killed this zone like a few minutes ago, again it&amp;rsquo;s lucky that we don&amp;rsquo;t have that many players online for that to become a real issue, but i recon it is still one of those issues that immortals should try and fix.&lt;/p&gt;&#10;&lt;p&gt;My suggestion is to completely do away with aged exp, it is better to not have it at all, than to deal with frustrations of someone else clearing the mobs that were worth 50% more exp just a minute ago (before that bastard that you saw leaving just now killed em all), this is beyond annoying and it breeds antisociality..&lt;/p&gt;&#10;&lt;p&gt;Yes I understand that aged exp is a way to bring popular areas in line with less popular ones, but it is a shortcut that doesn&amp;rsquo;t really work, has too many drawbacks and in essence, doesn&amp;rsquo;t Kill History deal with the issue of people running the same good exp areas over and over again without trying anything else ?&lt;/p&gt;&#10;&lt;p&gt;If there is no bonus aged exp no-one would be annoyed at someone else for just killing the same mobs as he does, the exp history would kick in on the first player and he&amp;rsquo;d leave for another area and the second player can kill the same mobs once they repop for full exp and then leave for another area and everyone gets the exp they deserve and everyone is happy. And If the area is crap, no aged exp is going to save it anyway, the only way to fix this is to redesign it, there are plenty of those dead zones around i&amp;rsquo;m afraid, despite all the aged exp that&amp;rsquo;s sitting there at this current moment.&lt;/p&gt;&#10;&lt;p&gt;Unless you want to breed unhappiness, competitiveness and hatefulness, please consider this. Thanks.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>level limits/cap on the colisiem</title><link>https://forum.slothmud.net/updates/mud-suggestions/level-limits-cap-on-the-colisiem/</link><pubDate>Sun, 16 Aug 2015 16:10:45 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/level-limits-cap-on-the-colisiem/</guid><description>&lt;div class="post" data-post-id="36040" data-author="cyprimus" data-date="2015-08-16T16:10:45+00:00" data-subject="level limits/cap on the colisiem"&gt;&#13;&#10;&lt;p&gt;Seem to be ruining the game flow &amp;hellip; instead of leveling 40&amp;rsquo;s ppl put them off to max pit score.. so you get ppl tha are 40/39/39/39/39 etc..&lt;/p&gt;&#10;&lt;p&gt;I would suggest to prevent this that after a certain number of kills, you stop getting drac.. and get honor only.&lt;/p&gt;&#10;&lt;p&gt;This also would close the potentially infinite drac from the pit, and also restore some of the balance.&lt;/p&gt;&#10;&lt;p&gt;Presently everything encourages one style of play&amp;hellip; all damage..&lt;/p&gt;&#10;&lt;p&gt;Well, waking up, will try and make a more clear post later.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>An ingame, player viewable and votable ideas board.</title><link>https://forum.slothmud.net/updates/mud-suggestions/an-ingame-player-viewable-and-votable-ideas-board/</link><pubDate>Sun, 16 Aug 2015 15:39:50 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/an-ingame-player-viewable-and-votable-ideas-board/</guid><description>&lt;div class="post" data-post-id="36038" data-author="Dragoth" data-date="2015-08-16T15:39:50+00:00" data-subject="An ingame, player viewable and votable ideas board."&gt;&#13;&#10;&lt;p&gt;We have these boards with note dispensers, why not turn them into something useful ?&lt;/p&gt;&#10;&lt;p&gt;Players post their ideas/suggestions, same as you&amp;rsquo;d post on a board.&lt;/p&gt;&#10;&lt;p&gt;After reading this message any other player can either sign for it or against it and total votes are tallied, posts with best yay to nay ratio get sent to immortals for review and posts with crappy player reviews get deleted.&lt;/p&gt;&#10;&lt;p&gt;This would introduce a democratic aspect to our gamechanging additions and reduce the ideas load on our immortals who wouldn&amp;rsquo;t have to read every crappy idea submitted to them.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>BH Quester's one particular quest</title><link>https://forum.slothmud.net/updates/mud-suggestions/bh-quester-s-one-particular-quest/</link><pubDate>Fri, 14 Aug 2015 20:18:04 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/bh-quester-s-one-particular-quest/</guid><description>&lt;div class="post" data-post-id="36035" data-author="Yasik" data-date="2015-08-14T20:18:04+00:00" data-subject="BH Quester&amp;#x27;s one particular quest"&gt;&#13;&#10;&lt;p&gt;Hello!&lt;/p&gt;&#10;&lt;p&gt;May I suggest clarifying and accordingly fixing the corresponding phrase in one of BH Quester&amp;rsquo;s quest:&lt;/p&gt;&#10;&lt;p&gt;===== start of log =====&lt;/p&gt;&#10;&lt;p&gt;ask quester about quests&lt;/p&gt;&#10;&lt;p&gt;You ask Regis about &amp;lsquo;quests&amp;rsquo;.&lt;/p&gt;&#10;&lt;p&gt;Regis tells you &amp;lsquo;I offer the quest &amp;lsquo;rat_boy&amp;rsquo;, which you have completed already.&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Regis tells you &amp;lsquo;I offer the quest &amp;lsquo;kill_ape&amp;rsquo;, which you have completed already.&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Regis tells you &amp;lsquo;I offer the quest &amp;lsquo;dawg_bounty&amp;rsquo;, which you have completed already.&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Regis tells you &amp;lsquo;I offer the quest &amp;lsquo;subdue_Rnobs&amp;rsquo;, which you have completed already.&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Regis tells you &amp;lsquo;I offer the quest &amp;lsquo;rogue_shrub&amp;rsquo;, which you have completed already.&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Regis tells you &amp;lsquo;A new strain of lycanthropy has been traced to the city of Lycanthropia.&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Regis tells you &amp;lsquo;We need someone to hunt a boar for an upcoming feast.&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Regis tells you &amp;lsquo;The seals in the crypt below Luna&amp;rsquo;s temple are failing.&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Regis tells you &amp;lsquo;Salne is wanted for questioning about his smuggling activities.&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Regis tells you &amp;lsquo;The troglodytes need to be taught a lesson.&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Regis tells you &amp;lsquo;We&amp;rsquo;ve called for the capture of the firenewt high priestess.&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Regis tells you &amp;lsquo;I offer the quest &amp;lsquo;mummy_king&amp;rsquo;, which you have completed already.&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Regis tells you &amp;lsquo;When Middak is crushed, Kuo-Toa shall belong to us.&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;1131hp 166ma 392mv&amp;gt; +10 -10.4 49,816,376 436,208 indoors Bal Harbor Town -&lt;/p&gt;&#10;&lt;p&gt;ask quester about lycanthropy&lt;/p&gt;&#10;&lt;p&gt;You ask Regis about &amp;rsquo;lycanthropy&amp;rsquo;.&lt;/p&gt;&#10;&lt;p&gt;Regis tells you &amp;lsquo;A new strain of lycanthropy has popped up&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Regis tells you &amp;lsquo;and is spreading at an alarming rate. The&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Regis tells you &amp;lsquo;plague is being spread by wererats coming&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Regis tells you &amp;lsquo;out of lycanthropia. You can spot this&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Regis tells you &amp;lsquo;strain of lycanthropy fairly easily. It&amp;rsquo;s&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Regis tells you &amp;lsquo;smaller and uglier than your normal wererat.&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Regis tells you &amp;lsquo;Slay 40 of these vermin and return them here&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Regis tells you &amp;lsquo;for a reward. level(8)&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;1131hp 171ma 392mv&amp;gt; +10 -10.4 49,816,376 436,208 indoors Bal Harbor Town -&lt;/p&gt;&#10;&lt;p&gt;undertake plague&lt;/p&gt;&#10;&lt;p&gt;You&amp;rsquo;re not aware of any quests by that name to undertake here.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;1131hp 178ma 392mv&amp;gt; +10 -10.4 49,816,376 436,208 indoors Bal Harbor Town -&lt;/p&gt;&#10;&lt;p&gt;undertake wererats&lt;/p&gt;&#10;&lt;p&gt;You&amp;rsquo;re not aware of any quests by that name to undertake here.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;1131hp 184ma 392mv&amp;gt; +10 -10.4 49,816,376 436,208 indoors Bal Harbor Town -&lt;/p&gt;&#10;&lt;p&gt;undertake wererat&lt;/p&gt;&#10;&lt;p&gt;You&amp;rsquo;re not aware of any quests by that name to undertake here.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;1131hp 186ma 392mv&amp;gt; +10 -10.4 49,816,376 436,208 indoors Bal Harbor Town -&lt;/p&gt;&#10;&lt;p&gt;undertake strain&lt;/p&gt;&#10;&lt;p&gt;You&amp;rsquo;re not aware of any quests by that name to undertake here.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;1131hp 158ma 388mv&amp;gt; +10 -10.4 49,816,376 436,208 indoors Bal Harbor Town -&lt;/p&gt;&#10;&lt;p&gt;undertake lycanthropy&lt;/p&gt;&#10;&lt;p&gt;You&amp;rsquo;re not aware of any quests by that name to undertake here.&lt;/p&gt;&#10;&lt;p&gt;===== end of log =====&lt;/p&gt;&#10;&lt;p&gt;Marked with red color means &amp;ldquo;kill and bring their corpses&amp;rdquo; or &amp;ldquo;subdue and bring them subdued&amp;rdquo;?&lt;/p&gt;&#10;&lt;p&gt;The task is not univocal.&lt;/p&gt;&#10;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#10;&lt;p&gt;PS. Also &amp;ldquo;the keyword miniquest&amp;rdquo; needs to be solved once and for all somehow, I think. You know what I&amp;rsquo;m sayin&amp;rsquo;, making keyword standing out in different color is simple and enough, isnt it?&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Excessive questions at relogin after lost connection</title><link>https://forum.slothmud.net/updates/mud-suggestions/excessive-questions-at-relogin-after-lost-connection/</link><pubDate>Sat, 18 Jul 2015 15:45:29 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/excessive-questions-at-relogin-after-lost-connection/</guid><description>&lt;div class="post" data-post-id="35998" data-author="Yasik" data-date="2015-07-18T15:45:29+00:00" data-subject="Excessive questions at relogin after lost connection"&gt;&#13;&#10;&lt;p&gt;Hello!&lt;/p&gt;&#10;&lt;p&gt;May I sugegst removing those I believe unnessecary questioning on relogin screen?&lt;/p&gt;&#10;&lt;p&gt;What purpose they serve? Isnt it obvious that yes, we DO WANT to cut the previous connection and take control back of our characters asap, who knows what is happening there while we pondering&amp;hellip;&lt;/p&gt;&#10;&lt;p&gt;&lt;figure&gt;&lt;img&#10; class="my-0 rounded-md"&#10; loading="lazy"&#10; decoding="async"&#10; fetchpriority="low"&#10; alt=""&#10; src="https://db.tt/x8ETqv39"&#10; &gt;&lt;/figure&gt;&#10;&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="35999" data-author="Filk" data-date="2015-07-19T12:22:49+00:00" data-subject="Re: Excessive questions at relogin after lost connection"&gt;&#13;&#10;&lt;p&gt;+1 for that change :P&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>'map' command output</title><link>https://forum.slothmud.net/updates/mud-suggestions/map-command-output/</link><pubDate>Fri, 19 Jun 2015 17:09:54 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/map-command-output/</guid><description>&lt;div class="post" data-post-id="35953" data-author="Yasik" data-date="2015-06-19T17:09:54+00:00" data-subject="&amp;#x27;map&amp;#x27; command output"&gt;&#13;&#10;&lt;p&gt;Hello!&lt;/p&gt;&#10;&lt;p&gt;I just found out there is a command &amp;lsquo;map&amp;rsquo;, but its output does not make pleasant feeling for my eyes :)&lt;/p&gt;&#10;&lt;p&gt;&lt;figure&gt;&lt;img&#10; class="my-0 rounded-md"&#10; loading="lazy"&#10; decoding="async"&#10; fetchpriority="low"&#10; alt=""&#10; src="https://db.tt/nCnpwtFM"&#10; &gt;&lt;/figure&gt;&#10;&lt;/p&gt;&#10;&lt;p&gt;May I suggest to fix some unpleasantness :&lt;/p&gt;&#10;&lt;ol&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;Border color &amp;raquo; same color everywhere; not green and white as atm, either all green or all white;&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;Double &amp;ldquo;Room Room&amp;rdquo;, I guess there&amp;rsquo;s room for only one &amp;lsquo;room&amp;rsquo;;&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;Misplaced &amp;lsquo;|&amp;rsquo; needs to be moves 1 position to the right (or every &amp;lsquo;|&amp;rsquo; to the left);&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;A &amp;rsquo;n&amp;rsquo; looks like it want to be moved 1 position to the right, too (or, everything else to the left);&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;Thanks in advance :)&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Go Open-Source?</title><link>https://forum.slothmud.net/updates/mud-suggestions/go-open-source/</link><pubDate>Fri, 17 Apr 2015 00:02:33 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/go-open-source/</guid><description>&lt;div class="post" data-post-id="35821" data-author="Hung" data-date="2015-04-17T00:02:33+00:00" data-subject="Go Open-Source?"&gt;&#13;&#10;&lt;p&gt;First of all, I clearly understand that everything proposed is simply never going to happen. Therefore I propose it not in hope of being done, but to discuss it. I am going to publish my thoughts in two major parts: in first I am going to defend the idea of going open-source, in second - propose a development methodology which doesnt require a code contributor to be trusted in order to accept contributions from him.&lt;/p&gt;&#10;&lt;p&gt;Part I. Why Open-Source?&lt;/p&gt;&#10;&lt;p&gt;MUDs very rarely have its source code released. In my opinion, it&amp;rsquo;s some archaic tradition going from 90x not having anything reasonable. But that is the way it is. The situation is different in the domain of roguelike games(which is close to MUDs by its spirit). Nethack, Angband, Dungeon Crawl, etc have its source code released.&lt;/p&gt;&#10;&lt;p&gt;Someone would object, that releasing source code would result in appearance 10 SlothMUD clones which will distribute the player base among them.&lt;/p&gt;&#10;&lt;p&gt;First of all, I dont ask to release content(areas, etc), maybe just a 3-4 areas to make the whole thing deployable and runnable on local environment(in the Part II I&amp;rsquo;ll state reasons).&lt;/p&gt;&#10;&lt;p&gt;Also, as far as I remember in the beginning of 2000 some banned imm in rage released the SlothMUD source. How many clones did appear?&lt;/p&gt;&#10;&lt;p&gt;Finally, our players in most play for decades, know each other, etc. They are used to the game and the community and it&amp;rsquo;s quite unlikely they&amp;rsquo;ll run to the clone at first possible chance.&lt;/p&gt;&#10;&lt;p&gt;Releasing the SlothMUD source code would be great help in learning the game mechanics. For me most the mysterious and interesting part is how is final damage calculated. It has to go through sanc, fluditity, greater fluidity, sanctity, damage reduction, etc. And my interest isnt just idle curiosity, but it&amp;rsquo;ll result on where I&amp;rsquo;d place monk in my future chars&amp;rsquo; class order.&lt;/p&gt;&#10;&lt;p&gt;Secondly Open-Source SlothMUD will make possible competely different methodology that will allow anyone to make the code contributions. I&amp;rsquo;ll describe that methology(it is safe and isn&amp;rsquo;t require for the contributor to be trusted) in the next post.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Change Class Order Easily</title><link>https://forum.slothmud.net/updates/mud-suggestions/change-class-order-easily/</link><pubDate>Tue, 14 Apr 2015 13:03:48 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/change-class-order-easily/</guid><description>&lt;div class="post" data-post-id="35810" data-author="Teron" data-date="2015-04-14T13:03:48+00:00" data-subject="Change Class Order Easily"&gt;&#13;&#10;&lt;p&gt;Greetings.&lt;/p&gt;&#10;&lt;p&gt;We spend lots of time on building and playing our primary characters, but as time passes, some of us get tired from the routine and need something new. Some start new characters, some take a hiatus or some just stare at the ice fissures.&lt;/p&gt;&#10;&lt;p&gt;We already have a way for 9x40 avatars to empower their alts, but the mechanism is limited:&lt;/p&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;you can only do it at 9x40&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;you can only do it once&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;you can only give the avatar token to the character of level 1.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;p&gt;I think that there should be a faster way for players to enjoy other class orders.&lt;/p&gt;&#10;&lt;ol&gt;&#10;&lt;li&gt;Improve the current avatar token&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;Here&amp;rsquo;s the minimum I suggest:&lt;/p&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;allow players of any levels to complete the avatar token quest&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;allow a player forge as many tokens as he needs to play several characters&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;allow the player to use the token on a character of any level as long as the levels are lower, than of the char that forged the token.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;p&gt;I&amp;rsquo;m not sure, whether a single token grants all the bonuses to the character, so I can&amp;rsquo;t say, whether using several tokens would do any good, but if that&amp;rsquo;s the case, it should be possible.&lt;/p&gt;&#10;&lt;ol start="2"&gt;&#10;&lt;li&gt;Let alts use exp from 9x40s&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;9x40s should be able to put exp into their exp tokens and let their alts gain the exp from them.&lt;/p&gt;&#10;&lt;p&gt;Saves time from grinding 1x40 to 4x40.&lt;/p&gt;&#10;&lt;ol start="3"&gt;&#10;&lt;li&gt;Make it easy to change the class order of the primary char&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;Currently, you can only change the class order by asking an immortal to delevel you from the 8th or avatar class to the class you want changed. I&amp;rsquo;m not sure, whether there&amp;rsquo;s a limit on asking for this, but I haven&amp;rsquo;t heard that someone couldn&amp;rsquo;t do it. And yet, I still believe imms might get tired/annoyed to do this, if asked too often.&lt;/p&gt;&#10;&lt;p&gt;Deleveling from 9x40 to 2-3x40 is too limiting, because it destroys all the exp that went into all the classes, especially, into 5-9x40.&lt;/p&gt;&#10;&lt;p&gt;I propose the following:&lt;/p&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;allow deleveling only classes, positions of which a player needs to change&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;after deleveling a class, a player starts gaining exp at a x3 rate until he relevels the class or has exp to do it - to prevent people deleveling 3x40 to store dozens of billions of exp.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;the cost of this is free, because millions of gold go towards releveling and it makes the remaining gold worth more&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;if prime and/or second classes are changed, stats reset to a reroll of 75 stat points total&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;If the primary is changed, it&amp;rsquo;s set to 1st level instead of 0.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;p&gt;A paid version could include retaining the levels.&lt;/p&gt;&#10;&lt;p&gt;The cost is, perhaps, double the gold it takes to level the character in those levels.&lt;/p&gt;&#10;&lt;p&gt;This solves several issues:&lt;/p&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;variety: people can swap 2 classes at a time and change their game drastically&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;people can keep playing their main character, which includes name and most levels&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;keep get to keep the progress of their main character: most levels, quests, avatar tokens, eq.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;people can change their game more often to enjoy the variety and keep playing.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;/div&gt;</description></item><item><title>Light Version of Spider-Shaped Ring</title><link>https://forum.slothmud.net/updates/mud-suggestions/light-version-of-spider-shaped-ring/</link><pubDate>Wed, 01 Apr 2015 12:06:18 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/light-version-of-spider-shaped-ring/</guid><description>&lt;div class="post" data-post-id="35784" data-author="Hung" data-date="2015-04-01T12:06:18+00:00" data-subject="Light Version of Spider-Shaped Ring"&gt;&#13;&#10;&lt;p&gt;The recent Amaryllian Pass(thanks, Neptune!) area adds a nice monk item(shield of ram) that could be considered as the light version for the Fist of the Lord of Beasts. While the Fist is -.8ac +hand dam, the shield is only -.5ac +hand dam. While the Fist loads on 80m large group mob, the shield is easy solo.&lt;/p&gt;&#10;&lt;p&gt;Is it possible to do same thing with the spider-shaped ring? Its stats are -.3ac +hand dam and it loads on 60m mob with paralyzation proc. Maybe it&amp;rsquo;s lesser variant could be added, like +hand dam without any ac?&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>gnomish-sausage-vendor do not sell stack, only 1 item</title><link>https://forum.slothmud.net/updates/mud-suggestions/gnomish-sausage-vendor-do-not-sell-stack-only-1-item/</link><pubDate>Sat, 19 Jul 2014 09:49:42 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/gnomish-sausage-vendor-do-not-sell-stack-only-1-item/</guid><description>&lt;div class="post" data-post-id="35401" data-author="Yasik" data-date="2014-07-19T09:49:42+00:00" data-subject="gnomish-sausage-vendor do not sell stack, only 1 item"&gt;&#13;&#10;&lt;p&gt;Granite Street&lt;/p&gt;&#10;&lt;p&gt;Exits: North East South West&lt;/p&gt;&#10;&lt;p&gt;A gnomish sausage vendor walks by, toting a stick laden with sausages.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;577hp 176ma 314mv&amp;gt; +9 -7.0 34,810,366 851,567 raining Newbatia&lt;/p&gt;&#10;&lt;p&gt;buy 10 kielbasa&lt;/p&gt;&#10;&lt;p&gt;A sausage vendor tells you &amp;lsquo;I don&amp;rsquo;t sell those.&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;577hp 176ma 314mv&amp;gt; +9 -7.0 34,810,366 851,567 raining Newbatia&lt;/p&gt;&#10;&lt;p&gt;buy kielbasa&lt;/p&gt;&#10;&lt;p&gt;A sausage vendor sells you a link of kielbasa.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;577hp 177ma 315mv&amp;gt; +9 -7.0 34,810,366 851,557 raining Newbatia&lt;/p&gt;&#10;&lt;p&gt;A sausage vendor leaves east.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;577hp 177ma 315mv&amp;gt; +9 -7.0 34,810,366 851,557 raining Newbatia&lt;/p&gt;&#10;&lt;p&gt;buy 3 kielbasa&lt;/p&gt;&#10;&lt;p&gt;Sorry, but you cannot do that here!&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;577hp 177ma 316mv&amp;gt; +9 -7.0 34,810,366 851,557 raining Newbatia&lt;/p&gt;&#10;&lt;p&gt;east&lt;/p&gt;&#10;&lt;p&gt;Granite Street&lt;/p&gt;&#10;&lt;p&gt;Exits: North East South West&lt;/p&gt;&#10;&lt;p&gt;A gnomish sausage vendor walks by, toting a stick laden with sausages.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;577hp 177ma 315mv&amp;gt; +9 -7.0 34,810,366 851,557 raining Newbatia&lt;/p&gt;&#10;&lt;p&gt;buy 3 kielbasa&lt;/p&gt;&#10;&lt;p&gt;A sausage vendor tells you &amp;lsquo;I don&amp;rsquo;t sell those.&amp;rsquo;&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>New msdp vars &amp;amp; stuff.</title><link>https://forum.slothmud.net/updates/mud-suggestions/new-msdp-vars-amp-stuff/</link><pubDate>Sun, 15 Jun 2014 16:14:16 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/new-msdp-vars-amp-stuff/</guid><description>&lt;div class="post" data-post-id="35342" data-author="Tuck" data-date="2014-06-15T16:14:16+00:00" data-subject="New msdp vars &amp;amp;amp; stuff."&gt;&#13;&#10;&lt;p&gt;Since Rick was so kind to add moar MSDP vars, may we see them listed in help file?&lt;/p&gt;&#10;&lt;p&gt;(new vars located here: &lt;a href="http://www.slothmud.org/forum/viewtopic.php?f=26&amp;amp;t=4175" target="_blank" rel="noreferrer"&gt;http://www.slothmud.org/forum/viewtopic.php?f=26&amp;amp;t=4175&lt;/a&gt;)&lt;/p&gt;&#10;&lt;p&gt;We lack of mregen, hpregen, and mvregen values in msdp, could you please implement them?&lt;/p&gt;&#10;&lt;p&gt;Thanks!&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Something about Alignment, yet again..</title><link>https://forum.slothmud.net/updates/mud-suggestions/something-about-alignment-yet-again/</link><pubDate>Tue, 13 May 2014 17:47:59 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/something-about-alignment-yet-again/</guid><description>&lt;div class="post" data-post-id="35149" data-author="Dragoth" data-date="2014-05-13T17:47:59+00:00" data-subject="Something about Alignment, yet again.."&gt;&#13;&#10;&lt;p&gt;Not going to go into much detail, as a lot has been said about this particular feature already.&lt;/p&gt;&#10;&lt;p&gt;But, could I propose a spell, lets call it &amp;ldquo;Focus Mind&amp;rdquo; which would allow a particular character with considerable amount of levels, to concentrate his mind enough, just for a good few minutes, to allow himself to kill monsters of the same alignment as himself, without actually succumbing to guilt or worse ?&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Dropping items at ah</title><link>https://forum.slothmud.net/updates/mud-suggestions/dropping-items-at-ah/</link><pubDate>Tue, 13 May 2014 11:56:52 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/dropping-items-at-ah/</guid><description>&lt;div class="post" data-post-id="35146" data-author="Hung" data-date="2014-05-13T11:56:52+00:00" data-subject="Dropping items at ah"&gt;&#13;&#10;&lt;p&gt;I&amp;rsquo;ve made cr for my alt. Killed the mob, embalmed its corpse and dropped at ah quester(I knew already that items shouldn&amp;rsquo;t be dropped at the innkeeper). And&amp;hellip;corpse with all items simply disappeared. Not a big loss, items were solo and easy pop. But still it is definitely not obvious that items shouldn&amp;rsquo;t be dropped in ah town.&lt;/p&gt;&#10;&lt;p&gt;&amp;ldquo;help drop&amp;rdquo; says nothing about it. While using such way for doing cr for alt or transfering some items when everyone around is afk is the first thing that comes to mind. So, what&amp;rsquo;s point of such items loss trap?&lt;/p&gt;&#10;&lt;p&gt;Also, please, review dark dreams dump room. If someone ever dies and corpses there, he&amp;rsquo;ll definitely lose all his eq.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Purple potions and vendor list order</title><link>https://forum.slothmud.net/updates/mud-suggestions/purple-potions-and-vendor-list-order/</link><pubDate>Fri, 02 May 2014 14:56:52 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/purple-potions-and-vendor-list-order/</guid><description>&lt;div class="post" data-post-id="35087" data-author="Yasik" data-date="2014-05-02T14:56:52+00:00" data-subject="Purple potions and vendor list order"&gt;&#13;&#10;&lt;p&gt;Hello !&lt;/p&gt;&#10;&lt;p&gt;May I suggest to fix this annoying feature somehow, please?&lt;/p&gt;&#10;&lt;p&gt;The problem is, that new potions that contain &amp;ldquo;purple&amp;rdquo; keyword, cost far more that regular Remove Poison ones, being sold to shop - they appear on top of the list and when a player tries to buy a regular purple-potion - he/she buys instead new potion, that is more expensive and not very much needed. Also, checking list first is somewhat complicated, because we must check large list and search &amp;lsquo;purple&amp;rsquo; in it, then calculate what we must buy 2. or 3. or 4., not very good.&lt;/p&gt;&#10;&lt;p&gt;The ways I see how to fix it, is to rewrite how lists are being arranged so newly sold potions appear on bottom of the list (best way imho), or to somehow rename new potions so they appear after regular &amp;ldquo;purple-potion&amp;rdquo;.&lt;/p&gt;&#10;&lt;p&gt;Thanks in advance.&lt;/p&gt;&#10;&lt;p&gt;Alchemist&amp;rsquo;s Shop&lt;/p&gt;&#10;&lt;p&gt;Exits: North East&lt;/p&gt;&#10;&lt;p&gt;A tan spellbook with strange runes lies forgotten on the ground.&lt;/p&gt;&#10;&lt;p&gt;A rat is here, looking for some food to eat.&lt;/p&gt;&#10;&lt;p&gt;The head Alchemist of the lab shows you his collection of potions.&lt;/p&gt;&#10;&lt;p&gt;The Alchemist glows with a bright light!&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;509hp 222ma 226mv&amp;gt; +9 -7.1 4,886,182 93,928 indoors Bal Harbor Town&lt;/p&gt;&#10;&lt;p&gt;**buy 10 purple&lt;/p&gt;&#10;&lt;p&gt;The Alchemist tells you &amp;lsquo;I don&amp;rsquo;t carry that many!&amp;rsquo;**&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;509hp 223ma 226mv&amp;gt; +9 -7.1 4,886,182 93,928 indoors Bal Harbor Town&lt;/p&gt;&#10;&lt;p&gt;**buy 10 2.purple&lt;/p&gt;&#10;&lt;p&gt;The Alchemist tells you &amp;lsquo;I don&amp;rsquo;t carry that many!&amp;rsquo;**&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;509hp 224ma 228mv&amp;gt; +9 -7.1 4,886,182 93,928 indoors Bal Harbor Town&lt;/p&gt;&#10;&lt;p&gt;**buy 10 3.purple&lt;/p&gt;&#10;&lt;p&gt;The Alchemist tells you &amp;lsquo;I don&amp;rsquo;t carry that many!&amp;rsquo;**&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;509hp 224ma 230mv&amp;gt; +9 -7.1 4,886,182 93,928 indoors Bal Harbor Town&lt;/p&gt;&#10;&lt;p&gt;li&lt;/p&gt;&#10;&lt;p&gt;You can buy:&lt;/p&gt;&#10;&lt;p&gt;Price Item&lt;/p&gt;&#10;&lt;hr&gt;&#10;&lt;p&gt;10000 a crimson potion&lt;/p&gt;&#10;&lt;p&gt;10000 a viscous blue potion&lt;/p&gt;&#10;&lt;p&gt;10000 a bright blue potion&lt;/p&gt;&#10;&lt;p&gt;500 A Potion of Grace&lt;/p&gt;&#10;&lt;p&gt;1800 a silver potion [2]&lt;/p&gt;&#10;&lt;p&gt;10000 a russet potion&lt;/p&gt;&#10;&lt;p&gt;10000 a steaming black potion&lt;/p&gt;&#10;&lt;p&gt;12000 an olive potion [5]&lt;/p&gt;&#10;&lt;p&gt;10000 a fizzy ochre potion&lt;/p&gt;&#10;&lt;p&gt;10000 a rusty red potion&lt;/p&gt;&#10;&lt;p&gt;2000 a milky white potion [2]&lt;/p&gt;&#10;&lt;p&gt;10000 a warm coral potion [2]&lt;/p&gt;&#10;&lt;p&gt;** 10000 a cloudy purple potion**&lt;/p&gt;&#10;&lt;p&gt;500 a green potion [2]&lt;/p&gt;&#10;&lt;p&gt;500 a cerise potion [2]&lt;/p&gt;&#10;&lt;p&gt;100 a vial of firedrake spittle&lt;/p&gt;&#10;&lt;p&gt;25 a vial of quickling sweat [2]&lt;/p&gt;&#10;&lt;p&gt;100 a green glass jar of milky liquid [2]&lt;/p&gt;&#10;&lt;p&gt;400 a vial of troll blood&lt;/p&gt;&#10;&lt;p&gt;50 a vial of slime&lt;/p&gt;&#10;&lt;p&gt;400 a vial of mercury [2]&lt;/p&gt;&#10;&lt;p&gt;10000 a dull gray potion&lt;/p&gt;&#10;&lt;p&gt;850 a sparkling green potion..It has a soft glowing aura!&lt;/p&gt;&#10;&lt;p&gt;** 10000 a deep purple potion**&lt;/p&gt;&#10;&lt;p&gt;10000 a chilled black potion&lt;/p&gt;&#10;&lt;p&gt;10000 a midnight-blue potion [2]&lt;/p&gt;&#10;&lt;p&gt;200 a coconut of emetic draught&lt;/p&gt;&#10;&lt;p&gt;200 a coconut of invigorating draught [2]&lt;/p&gt;&#10;&lt;p&gt;10000 a bubbling maroon potion&lt;/p&gt;&#10;&lt;p&gt;10000 a sea-green potion&lt;/p&gt;&#10;&lt;p&gt;** 10000 a pale purple potion**&lt;/p&gt;&#10;&lt;p&gt;500 A Potion of Remove Poison&lt;/p&gt;&#10;&lt;p&gt;10000 a clear potion&lt;/p&gt;&#10;&lt;p&gt;10000 an aquamarine potion&lt;/p&gt;&#10;&lt;p&gt;10000 a pale rose potion [2]&lt;/p&gt;&#10;&lt;p&gt;400 a dull gold potion&lt;/p&gt;&#10;&lt;p&gt;400 a red potion&lt;/p&gt;&#10;&lt;p&gt;400 a yellow potion&lt;/p&gt;&#10;&lt;p&gt;** 650 a purple potion**&lt;/p&gt;&#10;&lt;p&gt;5000 a small vial of a colorless liquid&lt;/p&gt;&#10;&lt;p&gt;975 an orange potion&lt;/p&gt;&#10;&lt;hr&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;means you need more levels to use it.&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;p&gt;! means you are not strong enough to use it.&lt;/p&gt;&#10;&lt;p&gt;&amp;amp; means you have studied this spellbook or manual to its max.&lt;/p&gt;&#10;&lt;p&gt;Query may also be of use to you, please refer to help query.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;509hp 225ma 231mv&amp;gt; +9 -7.1 4,886,182 93,928 indoors Bal Harbor Town&lt;/p&gt;&#10;&lt;p&gt;**buy 10 4.purple&lt;/p&gt;&#10;&lt;p&gt;The Alchemist tells you &amp;lsquo;That will be 6500 coins, here&amp;rsquo;s your potion.&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;You now have 10 of a purple potion.**&lt;/p&gt;&#10;&lt;p&gt;put all.purple-potion swirling-black-red-robes&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;509hp 227ma 234mv&amp;gt; +9 -7.1 4,886,182 87,428 indoors Bal Harbor Town&lt;/p&gt;&#10;&lt;p&gt;A purple potion: Ok.&lt;/p&gt;&#10;&lt;p&gt;A purple potion: Ok.&lt;/p&gt;&#10;&lt;p&gt;A purple potion: Ok.&lt;/p&gt;&#10;&lt;p&gt;A purple potion: Ok.&lt;/p&gt;&#10;&lt;p&gt;A purple potion: Ok.&lt;/p&gt;&#10;&lt;p&gt;A purple potion: Ok.&lt;/p&gt;&#10;&lt;p&gt;A purple potion: Ok.&lt;/p&gt;&#10;&lt;p&gt;A purple potion: Ok.&lt;/p&gt;&#10;&lt;p&gt;A purple potion: Ok.&lt;/p&gt;&#10;&lt;p&gt;A purple potion: Ok.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Warriors make better monks than monks</title><link>https://forum.slothmud.net/updates/mud-suggestions/warriors-make-better-monks-than-monks/</link><pubDate>Fri, 18 Apr 2014 20:28:16 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/warriors-make-better-monks-than-monks/</guid><description>&lt;div class="post" data-post-id="35010" data-author="Hung" data-date="2014-04-18T20:28:16+00:00" data-subject="Warriors make better monks than monks"&gt;&#13;&#10;&lt;p&gt;There&amp;rsquo;s a disbalance definitely. A warrior&amp;rsquo;s second wind skills allows to strike just after grip. This makes a warrior&amp;rsquo;s grip more powerful than even prime monk&amp;rsquo;s grip. Of course, the situation will change with deathtouch. But that is too far away. For years a prime warrior will grip better than a monk. Also using the same skill it can strike twice per round. Which again makes prime warrior strike more powerful than monk&amp;rsquo;s. There&amp;rsquo;s definitely a disbalance.&lt;/p&gt;&#10;&lt;p&gt;Wraithtouch &amp;amp; best damage reduction don&amp;rsquo;t balance this at all taking into account rest of warrior benefits(parry/riposte, ton of hps, early entrench and triple attack).&lt;/p&gt;&#10;&lt;p&gt;I understand that warrior has to be overpowered, because SlothMUD is group-orientired mud. But I think disbalance gap in this case is too big.&lt;/p&gt;&#10;&lt;p&gt;Maybe give monk some child version of second wind which works only for strike? Or lower deathtouch level?&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Aisholm Stables</title><link>https://forum.slothmud.net/updates/mud-suggestions/aisholm-stables/</link><pubDate>Sat, 05 Apr 2014 16:19:40 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/aisholm-stables/</guid><description>&lt;div class="post" data-post-id="34969" data-author="Hung" data-date="2014-04-05T16:19:40+00:00" data-subject="Aisholm Stables"&gt;&#13;&#10;&lt;p&gt;Is there any chance AH will have stables?&lt;/p&gt;&#10;&lt;p&gt;I know there are horses at yoopers. But with agressive black bears.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Reroll System</title><link>https://forum.slothmud.net/updates/mud-suggestions/reroll-system/</link><pubDate>Fri, 04 Apr 2014 11:46:52 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/reroll-system/</guid><description>&lt;div class="post" data-post-id="34957" data-author="Hung" data-date="2014-04-04T11:46:52+00:00" data-subject="Reroll System"&gt;&#13;&#10;&lt;p&gt;S4 reroll system is much better than S3&amp;rsquo;s. So, first of all, I would like to thank admin for it.&lt;/p&gt;&#10;&lt;p&gt;However, if one wants to get descent(80+) stats he still needs to burn hundreds of tokens. Or if he&amp;rsquo;s lucky then only tens. So similar effort doesn&amp;rsquo;t give similar result in that area. Also it is very disappointing to get &amp;ldquo;almost good&amp;rdquo; stats like 17 10 16 17 18(I got it recently on Wong, which is mo/wa).&lt;/p&gt;&#10;&lt;p&gt;So I would like to make a pair of suggestions:&lt;/p&gt;&#10;&lt;ol&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;Add ability to buy stat points on certain levels. Right now, only 9x40s can do it. However according to the forum discussions, one of the MUD main problem is lack of major achievements from 4x40 to 8x40. That may help to fill the gap.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;Add ability to purchase stat points for drachma. Not sure about the price.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;/div&gt;</description></item><item><title>Review Tundra Entrance</title><link>https://forum.slothmud.net/updates/mud-suggestions/review-tundra-entrance/</link><pubDate>Fri, 04 Apr 2014 10:16:54 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/review-tundra-entrance/</guid><description>&lt;div class="post" data-post-id="34956" data-author="Hung" data-date="2014-04-04T10:16:54+00:00" data-subject="Review Tundra Entrance"&gt;&#13;&#10;&lt;p&gt;The Tundra Area Entrance is abruptly dangerous. It starts with silver worgs, which are easy 100-200k. Then suddenly there are winter wolves and large bucks, which are 1.5m-2m. They scan, arrive, attack and hit hard. Even high levels die quickly when several winter wolves and large bucks arrive and attack at the same time. Also they loot. So if you die and corpse there, you have to ask several high levels to help with the cr.&lt;/p&gt;&#10;&lt;p&gt;Can this part of Tundra be reviewed?&lt;/p&gt;&#10;&lt;p&gt;I think the dangerous severity gap between silver worgs and winter wolves is too abrupt.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>MSDP additons</title><link>https://forum.slothmud.net/updates/mud-suggestions/msdp-additons/</link><pubDate>Thu, 19 Dec 2013 23:50:13 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/msdp-additons/</guid><description>&lt;div class="post" data-post-id="34659" data-author="Akaya" data-date="2013-12-19T23:50:13+00:00" data-subject="MSDP additons"&gt;&#13;&#10;&lt;p&gt;I keep coming across ideas for MSDP variables. Figured I&amp;rsquo;d start a topic to keep them organized&amp;hellip;&lt;/p&gt;&#10;&lt;ol&gt;&#10;&lt;li&gt;Hunger and thirst level&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="34660" data-author="DarkArtist" data-date="2013-12-20T14:04:14+00:00" data-subject="Re: MSDP additons"&gt;&#13;&#10;&lt;ol start="2"&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;Character Position&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;Spell Affects&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="34661" data-author="*Splork*" data-date="2013-12-20T14:49:04+00:00" data-subject="Re: MSDP additons"&gt;&#13;&#10;&lt;p&gt;Spell Affects and exits are already in-game but again, they are listed with the odd characters. I still can&amp;rsquo;t figure out why it works for mushclient but not mudlet. I will update the helpfile today with the missing variables which are already reported.&lt;/p&gt;&#10;&lt;p&gt;They said this issue will be addressed with mudlet 3.0 but I do not believe thats anywhere in sight. I know that Akaya, for windows, used gsub() for the unknown characters and replaced it with a comma in one of his scripts but I don&amp;rsquo;t have a copy of that one.&lt;/p&gt;&#10;&lt;p&gt;We might have to look at sending each affect separably maybe.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Dark Mace</title><link>https://forum.slothmud.net/updates/mud-suggestions/dark-mace/</link><pubDate>Mon, 25 Nov 2013 06:59:02 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/dark-mace/</guid><description>&lt;div class="post" data-post-id="34579" data-author="Dragoth" data-date="2013-11-25T06:59:02+00:00" data-subject="Dark Mace"&gt;&#13;&#10;&lt;p&gt;Is it possible to adjust this spell, so the dark mace doesn&amp;rsquo;t disappear once it&amp;rsquo;s put into a container ?&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>A new skill to help avatars keep spells up.</title><link>https://forum.slothmud.net/updates/mud-suggestions/a-new-skill-to-help-avatars-keep-spells-up/</link><pubDate>Tue, 05 Nov 2013 09:03:11 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/a-new-skill-to-help-avatars-keep-spells-up/</guid><description>&lt;div class="post" data-post-id="34542" data-author="Dragoth" data-date="2013-11-05T09:03:11+00:00" data-subject="A new skill to help avatars keep spells up."&gt;&#13;&#10;&lt;p&gt;Keeping your spells up when you are an avatar becomes a pretty tedious exercise. I suggest making an avatar skill that would make those spells last forever, but at the cost of your mana regen.&lt;/p&gt;&#10;&lt;p&gt;The skill would convert all your spell times on spells that last longer than 10 minutes (to exclude things like aegis and wraithform etc) into mana cost per minutes (i.e stamina lasts 20 minutes and costs 20 mana to cast, which will equal to 1 MR per tick, so you mana regen would go from 100 to 99), but the spell will be constantly up without any need to recast it every 20 minutes.&lt;/p&gt;&#10;&lt;p&gt;The skill does not provide any character power, but it reduces the annoyance of constant recasts, pretty much the same ideology as gorge skill.&lt;/p&gt;&#10;&lt;p&gt;Suggested level: 20 avatar&lt;/p&gt;&#10;&lt;p&gt;Usage: &lt;skillname&gt; &amp;ldquo;spellname&amp;rdquo;&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>A new special?</title><link>https://forum.slothmud.net/updates/mud-suggestions/a-new-special/</link><pubDate>Fri, 01 Nov 2013 19:49:39 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/a-new-special/</guid><description>&lt;div class="post" data-post-id="34537" data-author="Jaid" data-date="2013-11-01T19:49:39+00:00" data-subject="A new special?"&gt;&#13;&#10;&lt;p&gt;It would be great if we could add no shocks on raises to the specials on specific continents. We have lots of things turned on at that time, but I know that one would be appreciated.&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="34561" data-author="*Splork*" data-date="2013-11-10T00:43:12+00:00" data-subject="Re: A new special?"&gt;&#13;&#10;&lt;p&gt;Do people even die on Sloth anymore:)&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="34569" data-author="Tuck" data-date="2013-11-16T02:42:30+00:00" data-subject="Re: A new special?"&gt;&#13;&#10;&lt;p&gt;yeah, lyme is full of players corpses when surf leading something :lol:&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>A new Epic</title><link>https://forum.slothmud.net/updates/mud-suggestions/a-new-epic/</link><pubDate>Thu, 26 Sep 2013 22:45:23 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/a-new-epic/</guid><description>&lt;div class="post" data-post-id="34453" data-author="Popeye" data-date="2013-09-26T22:45:23+00:00" data-subject="A new Epic"&gt;&#13;&#10;&lt;p&gt;Let&amp;rsquo;s call him Uno&lt;/p&gt;&#10;&lt;p&gt;Basically, this would be an monthly, invite only, Epic as determined by the Imms.&lt;/p&gt;&#10;&lt;p&gt;Essentially, he would be based in one room off Godsland. A group is formed, and you get once chance to kill him, no flee, no recall, no return.&lt;/p&gt;&#10;&lt;p&gt;A group of 15 minimum would be required, and the reward would be 15dr. For a 20 man group, the reward would be 20dr. The mob has to be set fairly, but will obviously be able to lash out at anyone in the group occasionally.&lt;/p&gt;&#10;&lt;p&gt;Just an idea to encourage big groups&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>suggestion for lower level grouping</title><link>https://forum.slothmud.net/updates/mud-suggestions/suggestion-for-lower-level-grouping/</link><pubDate>Sat, 29 Jun 2013 00:11:28 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/suggestion-for-lower-level-grouping/</guid><description>&lt;div class="post" data-post-id="34329" data-author="zenoko" data-date="2013-06-29T00:11:28+00:00" data-subject="suggestion for lower level grouping"&gt;&#13;&#10;&lt;p&gt;with groups being based on total levels, finding a group before level 40 can be hard and heres why i think it is&lt;/p&gt;&#10;&lt;p&gt;consider yourself to be a 1x20 with no other levels than 20 in your prime level you finally get a group with someone but he has 4 classes at level 20 and hes also level 20&lt;/p&gt;&#10;&lt;p&gt;the person with 4x20 levels would receive a substantial amount more in exp per kill and the person with 1x20 would basically receive almost nothing since he has basically 4 times more levels than you&lt;/p&gt;&#10;&lt;p&gt;as another example lets say your around level 35 with all other classes up to your quad class to level 15(total level 80) and nothing else and you group with a level 30 who has level 25 classes up to quad and 5 in each after quad (total 125) the level 30 has 46% more levels than you do so he will gain much more exp despite being level 30&lt;/p&gt;&#10;&lt;p&gt;as my examples sound silly i would like to show real life examples on the who list on people differentiating in total levels but have the same or higher prime levels&lt;/p&gt;&#10;&lt;p&gt;&lt;figure&gt;&lt;img&#10; class="my-0 rounded-md"&#10; loading="lazy"&#10; decoding="async"&#10; fetchpriority="low"&#10; alt=""&#10; src="http://i737.photobucket.com/albums/xx11/terror923/wholist.jpg"&#10; &gt;&lt;/figure&gt;&#10;&lt;/p&gt;&#10;&lt;p&gt;prescience a level 20 has 101 total levels (not that far from the level 30 in my example) grouping with umaro at 61 total levels there is roughly a 40% difference in levels&lt;/p&gt;&#10;&lt;p&gt;and if you group prescience up with a level 38 zenoko (total level 91) youll notice prescience actually gains MORE although not a huge amount more exp than zenoko despite zenoko being a level 38&lt;/p&gt;&#10;&lt;p&gt;some people may ask &amp;ldquo;why not just get your sponge levels and close the gap?&amp;rdquo;&lt;/p&gt;&#10;&lt;p&gt;some classes like mage druid and necro i think (just me) would want to rush their prime levels to get the biggest nuke(mage), get the best shapeshift form(druid) more summons/also more powerful ones(necro) and while they do this their other levels become skimpy causing others their level (and sometimes lower) to out exp them in groups to a point where soloing is a lot better than grouping&lt;/p&gt;&#10;&lt;p&gt;people have tend to also blatantly rush their levels for a skill/spell (like stone skin,sanctuary,circle, etc) forgetting all other levels&lt;/p&gt;&#10;&lt;p&gt;what i suggest to do (and this can be debated) is&lt;/p&gt;&#10;&lt;p&gt;-base the grouping exp formula on prime levels for everyone whos not a level 40 prime or higher to encourage lower levels to group with others at similar prime levels but much higher total levels while keeping the group exp formula after level 40 prime as total levels&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>VK quester Erdogan</title><link>https://forum.slothmud.net/updates/mud-suggestions/vk-quester-erdogan/</link><pubDate>Wed, 12 Jun 2013 07:57:22 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/vk-quester-erdogan/</guid><description>&lt;div class="post" data-post-id="34317" data-author="Yasik" data-date="2013-06-12T07:57:22+00:00" data-subject="VK quester Erdogan"&gt;&#13;&#10;&lt;p&gt;I&amp;rsquo;m in my tune, again. 8)&lt;/p&gt;&#10;&lt;p&gt;Recently noticed that VK quester&amp;rsquo;s name (Erdogan) is just like of that Turkey prime minister we all know about, rudely suppressed demonstrations against central park development, closing art and culture institutions because they offend feelings of radical religious people, calling social media biggest menace to society etc etc.&lt;/p&gt;&#10;&lt;p&gt;May I suggest renaming VK quester? His name offends my feelings of free spirit and good will.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Spell checks for enough mana and max # of followers</title><link>https://forum.slothmud.net/updates/mud-suggestions/spell-checks-for-enough-mana-and-max-of-followers/</link><pubDate>Thu, 30 May 2013 11:18:47 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/spell-checks-for-enough-mana-and-max-of-followers/</guid><description>&lt;div class="post" data-post-id="34306" data-author="Yasik" data-date="2013-05-30T11:18:47+00:00" data-subject="Spell checks for enough mana and max # of followers"&gt;&#13;&#10;&lt;p&gt;**&amp;lt;425hp 20ma 184mv&amp;gt; [+9] AC: -7.1 EXP: 17,194,242 COINS: 398,284 [indoors]&lt;/p&gt;&#10;&lt;p&gt;cast &amp;lsquo;Summon Undead&amp;rsquo; spectre&lt;/p&gt;&#10;&lt;p&gt;Ok.&lt;/p&gt;&#10;&lt;p&gt;You don&amp;rsquo;t have enough mana.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;428hp 1ma 184mv&amp;gt; [+9] AC: -7.1 EXP: 17,194,242 COINS: 398,284 [indoors]&lt;/p&gt;&#10;&lt;p&gt;You calm down and return to a peaceful state of mind.**&lt;/p&gt;&#10;&lt;p&gt;I think many of us would agree that it would be much better if it wouldn&amp;rsquo;t reduce mana if check is unsuccessful. This happens to some other spells, not only summon/animate, and to some other checks - mana deducted if I try to summon more undead than I supposed to have at this level (max legion something blah blah).&lt;/p&gt;&#10;&lt;p&gt;**&amp;lt;475hp 71ma 184mv&amp;gt; [+9] AC: -7.1 EXP: 20,086,419 COINS: 465,685 [raining]&lt;/p&gt;&#10;&lt;p&gt;cast &amp;lsquo;Banish Undead&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Ok.&lt;/p&gt;&#10;&lt;p&gt;You attempt to banish your undead followers, but seem to lack any.&lt;/p&gt;&#10;&lt;p&gt;&amp;lt;475hp 51ma 184mv&amp;gt; [+9] AC: -7.1 EXP: 20,086,419 COINS: 465,685 [raining]**&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Who Command</title><link>https://forum.slothmud.net/updates/mud-suggestions/who-command/</link><pubDate>Sat, 27 Oct 2012 10:50:05 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/who-command/</guid><description>&lt;div class="post" data-post-id="33685" data-author="raincrab" data-date="2012-10-27T10:50:05+00:00" data-subject="Who Command"&gt;&#13;&#10;&lt;p&gt;This sets off my OCD every time:&lt;/p&gt;&#10;&lt;p&gt;&lt;figure&gt;&lt;img&#10; class="my-0 rounded-md"&#10; loading="lazy"&#10; decoding="async"&#10; fetchpriority="low"&#10; alt=""&#10; src="http://i.imgur.com/1LHSi.png"&#10; &gt;&lt;/figure&gt;&#10;&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="33691" data-author="*juggleblood*" data-date="2012-10-27T19:52:07+00:00" data-subject="Re: Who Command"&gt;&#13;&#10;&lt;p&gt;Lol, i love it.&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="33765" data-author="Yasik" data-date="2012-11-16T16:18:11+00:00" data-subject="Re: Who Command"&gt;&#13;&#10;&lt;p&gt;May I also suggest consider aligning text in the delineated areas?&lt;/p&gt;&#10;&lt;p&gt;&lt;figure&gt;&lt;img&#10; class="my-0 rounded-md"&#10; loading="lazy"&#10; decoding="async"&#10; fetchpriority="low"&#10; alt=""&#10; src="http://dl.dropbox.com/u/72105811/Pics/who_list_alignment.jpg"&#10; &gt;&lt;/figure&gt;&#10;&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="33769" data-author="raincrab" data-date="2012-11-16T18:01:07+00:00" data-subject="Re: Who Command"&gt;&#13;&#10;&lt;p&gt;thanks!&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="33778" data-author="Tuck" data-date="2012-11-18T04:03:22+00:00" data-subject="Re: Who Command"&gt;&#13;&#10;&lt;p&gt;Good job, Rain, Yasik!&lt;/p&gt;&#10;&lt;p&gt;peace&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>A few suggestions</title><link>https://forum.slothmud.net/updates/mud-suggestions/a-few-suggestions/</link><pubDate>Sun, 26 Aug 2012 07:02:22 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/a-few-suggestions/</guid><description>&lt;div class="post" data-post-id="33501" data-author="Yasik" data-date="2012-08-26T07:02:22+00:00" data-subject="A few suggestions"&gt;&#13;&#10;&lt;ol&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;If we still use obsolete 8-digits passwords -&amp;gt; increase to more lenghty, for security reasons.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;Some kind of character&amp;rsquo;s password recovery system, not for forum, but for game chars, for those who return or forget.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;Please consider.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Truly old 'feature'</title><link>https://forum.slothmud.net/updates/mud-suggestions/truly-old-feature/</link><pubDate>Tue, 21 Aug 2012 08:33:06 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/truly-old-feature/</guid><description>&lt;div class="post" data-post-id="33454" data-author="Yasik" data-date="2012-08-21T08:33:06+00:00" data-subject="Truly old &amp;#x27;feature&amp;#x27;"&gt;&#13;&#10;&lt;p&gt;Guys, seriously, how can that be happening anyway?&lt;/p&gt;&#10;&lt;p&gt;&lt;a href="http://postimage.org/" target="_blank" rel="noreferrer"&gt;&lt;figure&gt;&lt;img&#10; class="my-0 rounded-md"&#10; loading="lazy"&#10; decoding="async"&#10; fetchpriority="low"&#10; alt=""&#10; src="http://s19.postimage.org/94m6dcpr7/potion_of_iron_skin.jpg"&#10; &gt;&lt;/figure&gt;&#10;&lt;/a&gt;&lt;/p&gt;&#10;&lt;p&gt;&lt;a href="http://postimage.org/" target="_blank" rel="noreferrer"&gt;upload picture&lt;/a&gt;&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="33455" data-author="*juggleblood*" data-date="2012-08-21T12:58:41+00:00" data-subject="Re: Truly old &amp;#x27;feature&amp;#x27;"&gt;&#13;&#10;&lt;p&gt;I looked at it. Seems the random pop potions that have a random spell, have no value set, so the shop doesn&amp;rsquo;t want to buy them. (despite the message saying its not a potion) I&amp;rsquo;ll see if there&amp;rsquo;s any reason we can&amp;rsquo;t assign a value to em. Thx.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>land and vis commands</title><link>https://forum.slothmud.net/updates/mud-suggestions/land-and-vis-commands/</link><pubDate>Sun, 19 Aug 2012 20:10:06 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/land-and-vis-commands/</guid><description>&lt;div class="post" data-post-id="33450" data-author="cyprimus" data-date="2012-08-19T20:10:06+00:00" data-subject="land and vis commands"&gt;&#13;&#10;&lt;p&gt;Would be nice if we could just land, ending fly spells, and type visable to end sneak/hide/invis effects.. face it, you should be able to stop sneaking with little effort&amp;hellip;&lt;/p&gt;&#10;&lt;p&gt;Would be nice if we could just end any spell effect &amp;hellip;if we cast it on ourselves, we should be able to unravel it.&lt;/p&gt;&#10;&lt;p&gt;Maybe with a undo spell, or spellcraft skill roll?&lt;/p&gt;&#10;&lt;p&gt;Just a few thoughts.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Avatar Shop</title><link>https://forum.slothmud.net/updates/mud-suggestions/avatar-shop/</link><pubDate>Sun, 18 Mar 2012 23:51:59 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/avatar-shop/</guid><description>&lt;div class="post" data-post-id="33234" data-author="cyprimus" data-date="2012-03-18T23:51:59+00:00" data-subject="Avatar Shop"&gt;&#13;&#10;&lt;p&gt;Would be nice if we could add resist poison, resist disease, Undead visage, and the various saves for sale at the avvie shop. Would like to see other options too, but those seem the most likely to balance easily.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Feature Request: Clan MOTD.</title><link>https://forum.slothmud.net/updates/mud-suggestions/feature-request-clan-motd/</link><pubDate>Sat, 14 May 2011 22:11:26 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/feature-request-clan-motd/</guid><description>&lt;div class="post" data-post-id="32619" data-author="Tuck" data-date="2011-05-14T22:11:26+00:00" data-subject="Feature Request: Clan MOTD."&gt;&#13;&#10;&lt;p&gt;Hey imms,&lt;/p&gt;&#10;&lt;p&gt;we&amp;rsquo;d like to see MOTD for clan members implemented. So it will see one message (long please) when entering the game. Or when guildstaff changing it. Just one long message.&lt;/p&gt;&#10;&lt;p&gt;Thanks in advice.&lt;/p&gt;&#10;&lt;p&gt;P.S. I have realistic view on it, but who knowsâ€¦ maybe you will not chop something from the game, but add something for us, mortal players.&lt;/p&gt;&#10;&lt;p&gt;P.P.S. MOTD stands for Message of the day :P&lt;/p&gt;&#10;&lt;p&gt;pic unrelated&lt;/p&gt;&#10;&lt;p&gt;&lt;figure&gt;&lt;img&#10; class="my-0 rounded-md"&#10; loading="lazy"&#10; decoding="async"&#10; fetchpriority="low"&#10; alt=""&#10; src="http://funnypicturefunnyphoto.carandautoinsurancequote.com/funny-picture-photo-sign-bathroom-mrapplegate-pic.jpg"&#10; &gt;&lt;/figure&gt;&#10;&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Too much spam from bard songs.</title><link>https://forum.slothmud.net/updates/mud-suggestions/too-much-spam-from-bard-songs/</link><pubDate>Sun, 16 Jan 2011 14:13:19 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/too-much-spam-from-bard-songs/</guid><description>&lt;div class="post" data-post-id="32322" data-author="Tuck" data-date="2011-01-16T14:13:19+00:00" data-subject="Too much spam from bard songs."&gt;&#13;&#10;&lt;p&gt;Hi,&lt;/p&gt;&#10;&lt;p&gt;Many times during run i see 5 lines of spam like this:&lt;/p&gt;&#10;&lt;div class="highlight-wrapper"&gt;&lt;div class="highlight"&gt;&lt;pre tabindex="0" style="color:#f8f8f2;background-color:#272822;-moz-tab-size:4;-o-tab-size:4;tab-size:4;-webkit-text-size-adjust:none;"&gt;&lt;code class="language-text" data-lang="text"&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;A band of soft melodies begins to emit a soft golden glow as BARD starts playing a battered metal harmonica.&#10;&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;A band of soft melodies begins to emit a soft golden glow as BARD starts playing a battered metal harmonica.&#10;&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;BARD begins to sing &amp;#39;march of the heroes&amp;#39;.&#10;&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;BARD begins to blow a few perfectly-pitched notes on a battered metal harmonica.&#10;&lt;/span&gt;&lt;/span&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;BARD&amp;#39;s song puts a spring in your step and makes your travel less cumbersome.&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;&#10;&lt;p&gt;don&amp;rsquo;t you think it&amp;rsquo;s just too much? i&amp;rsquo;m on fiber channel usually, but it&amp;rsquo;s way too messinging up. Also this message looks like some others spells/skill e.g. stab.&lt;/p&gt;&#10;&lt;p&gt;Please cut it off somehow.&lt;/p&gt;&#10;&lt;p&gt;Yours,&lt;/p&gt;&#10;&lt;p&gt;Tukster&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Improve the Quarterstaff</title><link>https://forum.slothmud.net/updates/mud-suggestions/improve-the-quarterstaff/</link><pubDate>Thu, 30 Dec 2010 15:14:30 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/improve-the-quarterstaff/</guid><description>&lt;div class="post" data-post-id="32244" data-author="Teron" data-date="2010-12-30T15:14:30+00:00" data-subject="Improve the Quarterstaff"&gt;&#13;&#10;&lt;p&gt;Greetings.&lt;/p&gt;&#10;&lt;p&gt;Fancy a newbie weapon:&lt;/p&gt;&#10;&lt;p&gt;Object &amp;lsquo;quarterstaff staff quarter&amp;rsquo;, Item type: WEAPON&lt;/p&gt;&#10;&lt;p&gt;Item is: ENCHANTED&lt;/p&gt;&#10;&lt;p&gt;Weight: 1, Value: 5000gold, Worn in: TAKE WIELD TWO-HANDED&lt;/p&gt;&#10;&lt;p&gt;Damage Dice is &amp;lsquo;2D6&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Can affect you as:&lt;/p&gt;&#10;&lt;pre&gt;&lt;code&gt;Affects: HITROLL by 2&#13;&#10;&#13;&#10;Affects: DAMROLL by 2&#13;&#10;&lt;/code&gt;&lt;/pre&gt;&#10;&lt;p&gt;Only those who are at least adept magic users, clerics, or necromancers may&lt;/p&gt;&#10;&lt;p&gt;use this item.&lt;/p&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;it was 2d6 0 0 (got +2 +2 after enchant)&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;it doesn&amp;rsquo;t proc&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;it&amp;rsquo;s two handed&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;it&amp;rsquo;s noway near in dam to typical newbie weapons (single-handed 2d7 1 0, for example) or high dam of newbie items (3d5 1 1 axe or even 3d6 1 0 axe forge - or 3d7 3 0 holy sword ;) )&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;p&gt;It also consists of 4 components that load in 30+ lev area. So what use is of this quarterstaff? Filler eq? Why have it at all?&lt;/p&gt;&#10;&lt;p&gt;I&amp;rsquo;d suggest to:&lt;/p&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;make this weapon single-handed&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;or increase dam to be worth it: 3d6-7 +2 +2, for example (useful in groups, when not using a shield)&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;or add +mr +5ma or something useful for casters to actually use&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;p&gt;Thank you.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Let There Be Dark</title><link>https://forum.slothmud.net/updates/mud-suggestions/let-there-be-dark/</link><pubDate>Wed, 22 Dec 2010 20:01:25 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/let-there-be-dark/</guid><description>&lt;div class="post" data-post-id="32197" data-author="*juggleblood*" data-date="2010-12-22T20:01:25+00:00" data-subject="Let There Be Dark"&gt;&#13;&#10;&lt;p&gt;I&amp;rsquo;d like it if it got dark at night in outdoor sectors.&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="32199" data-author="Teron" data-date="2010-12-22T21:51:31+00:00" data-subject="Re: Let There Be Dark"&gt;&#13;&#10;&lt;p&gt;I thought it did :( Was a problem for newbies without light items at night. Maybe it were dark rooms, though. &lt;em&gt;shrug&lt;/em&gt;&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Selling Drachma EQ</title><link>https://forum.slothmud.net/updates/mud-suggestions/selling-drachma-eq/</link><pubDate>Sat, 18 Dec 2010 16:00:09 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/selling-drachma-eq/</guid><description>&lt;div class="post" data-post-id="32179" data-author="Teron" data-date="2010-12-18T16:00:09+00:00" data-subject="Selling Drachma EQ"&gt;&#13;&#10;&lt;p&gt;Greetings.&lt;/p&gt;&#10;&lt;p&gt;To my understanding, right now if you buy drachma eq, you vest in it for life, because:&lt;/p&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;you can only sell it for 1/3 of the price&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;drachma supply is limited by the amount of autoquests&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;there are very few immortal quests run or shards popped to count on this drachma supply seriously (to the point of buying another good item)&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;doing epics isn&amp;rsquo;t a reliable source of drachma as well (what&amp;rsquo;s the last time people killed a drachma epic and were you in that group?)&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;p&gt;Thus, you can&amp;rsquo;t be as versatile with your eq/playing style as you can get with ingame eq (that you can change w/o paying much, except for popping/buying the item) or tri40 eq, which you can exchange at the max cost of 15mil gold.&lt;/p&gt;&#10;&lt;p&gt;Which means that&lt;/p&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;players wait until they get 500-1k drachma to buy good items they intend to keep forever&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;players buy or use few items overall - just those good items they save for, but the rest items get ignored, even though they are in the shops (the complete thalassan set, most 100-300 dr items, such as the +str shield clasp)&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;there&amp;rsquo;s a chance you&amp;rsquo;ll find out you&amp;rsquo;ve wasted your drachma much later, when you:&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;decide you want to change your playing style&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;have obtained another advantage in another slot and you&amp;rsquo;d like to move your item, but you can&amp;rsquo;t&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;see a better, new item in the shop or in the immortal goodie bag&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;get a max stat item from a new forge or piece of eq&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;p&gt;What I suggest is that &lt;strong&gt;players should be able to sell the drachma equipment for the amount they paid for it&lt;/strong&gt;. This way players would:&lt;/p&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;buy drachma equipment earlier&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;buy different items, as they progress with drachma amount&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;buy different items to test different playing styles&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;p&gt;If immortals think that enjoying the drachma eq is too much, they can add a gold cost for selling a drachma item, proportional to the drachma cost. Dunno, maybe 1k gold for each 1 drachma cost? or make it exponential, like it&amp;rsquo;s done for tri40 eq.&lt;/p&gt;&#10;&lt;p&gt;Thank you.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Status of Shield of Thorns in the score</title><link>https://forum.slothmud.net/updates/mud-suggestions/status-of-shield-of-thorns-in-the-score/</link><pubDate>Sun, 14 Nov 2010 05:30:39 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/status-of-shield-of-thorns-in-the-score/</guid><description>&lt;div class="post" data-post-id="32028" data-author="Filk" data-date="2010-11-14T05:30:39+00:00" data-subject="Status of Shield of Thorns in the score"&gt;&#13;&#10;&lt;p&gt;Would be nice to see that info, like clerics see info about their aerial servant.&lt;/p&gt;&#10;&lt;p&gt;Also. Why not make it recastable, without need to break it or dispel. Like waterbreating, fly, darksight and some other spells. It sounds logical. They are thorns, and you just let them grow to the full. :roll:&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="32031" data-author="jezer" data-date="2010-11-14T18:37:12+00:00" data-subject="Re: Status of Shield of Thorns in the score"&gt;&#13;&#10;&lt;p&gt;You are already pretty thorny! :evil:&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Monk Tert?</title><link>https://forum.slothmud.net/updates/mud-suggestions/monk-tert/</link><pubDate>Tue, 11 May 2010 16:57:22 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/monk-tert/</guid><description>&lt;div class="post" data-post-id="31137" data-author="Toxis" data-date="2010-05-11T16:57:22+00:00" data-subject="Monk Tert?"&gt;&#13;&#10;&lt;p&gt;[40w 29b 23c 21n 13o 11m 11d 8t] Stun riposte,2ndwind,entrench&lt;/p&gt;&#10;&lt;p&gt;[40w 30b 22o 18c 11m 10n 8t 7d] Addict %s I want it all, and I want it now&lt;/p&gt;&#10;&lt;p&gt;Chars with no EQ and at 17 con and 14 int.&lt;/p&gt;&#10;&lt;p&gt;Stun: 870 hp, 257 mana (total levels: 156)&lt;/p&gt;&#10;&lt;p&gt;Addict: 872 hp, 184 mana (total levels: 146)&lt;/p&gt;&#10;&lt;p&gt;I don&amp;rsquo;t even know how much damage reduction I&amp;rsquo;ll get for monk tert, if anything worthwhile. I was wondering if this was a horrible choice for a group tank if my mana is going to be so much lower but hit points almost the same. I was wondering if I should remake a tank or is this going to work out? I&amp;rsquo;d really like to hear thoughts on this, please. Thank you.&lt;/p&gt;&#10;&lt;p&gt;-Toxis&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>color group listings</title><link>https://forum.slothmud.net/updates/mud-suggestions/color-group-listings/</link><pubDate>Sat, 08 May 2010 14:41:39 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/color-group-listings/</guid><description>&lt;div class="post" data-post-id="31119" data-author="Samel" data-date="2010-05-08T14:41:39+00:00" data-subject="color group listings"&gt;&#13;&#10;&lt;p&gt;If the group listing had colors similar to the prompt denoting health, percent of mana, etc. it would save a lot of &amp;lsquo;what&amp;rsquo;s your max mana&amp;rsquo; type questions.&lt;/p&gt;&#10;&lt;p&gt;As an example:&lt;/p&gt;&#10;&lt;p&gt;(Leader)[/color:uxos37yl] Zuzu [Cl:5.30 792[/color:uxos37yl]hp 349[/color:uxos37yl]ma 30[/color:uxos37yl]mv] &amp;mdash;&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="31120" data-author="jezer" data-date="2010-05-09T09:43:19+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;Good idea. Doubt it would be hard to implement. Isabo has done a few group command changes like this lately&amp;hellip; I nominate Isabo. :)&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Order Followers Guard</title><link>https://forum.slothmud.net/updates/mud-suggestions/order-followers-guard/</link><pubDate>Fri, 08 Jan 2010 00:35:12 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/order-followers-guard/</guid><description>&lt;div class="post" data-post-id="30587" data-author="Redcross" data-date="2010-01-08T00:35:12+00:00" data-subject="Order Followers Guard"&gt;&#13;&#10;&lt;p&gt;Orders your followers to enter a guard mode, which makes them attack anything that attacks you.&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="30590" data-author="Thraxas" data-date="2010-01-08T09:27:55+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;is this a new development that has come in game or simply a suggestion?&lt;/p&gt;&#10;&lt;p&gt;For interest who does or would this cope with attacks from multiple mobs?&lt;/p&gt;&#10;&lt;p&gt;Either way the functionality is easy aleady by building a trigger&lt;/p&gt;&#10;&lt;p&gt;%1 hates your guts!&lt;/p&gt;&#10;&lt;p&gt;order followers assist @player&lt;/p&gt;&#10;&lt;p&gt;or&lt;/p&gt;&#10;&lt;p&gt;order undead assist @player (prevents supplications etc joining battle)&lt;/p&gt;&#10;&lt;p&gt;I have this in place and have used for years &amp;hellip; actually I have a toggle for various actions on fightstart that I toggle on or off as required e.g. web @target / blast @target / kick @target etc.&lt;/p&gt;&#10;&lt;p&gt;(This works well until godsanc comes along with dark cloak in which case assist success rate drops from approx 95% to 70%)&lt;/p&gt;&#10;&lt;p&gt;T&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Keep command</title><link>https://forum.slothmud.net/updates/mud-suggestions/keep-command/</link><pubDate>Sat, 10 Oct 2009 22:04:18 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/keep-command/</guid><description>&lt;div class="post" data-post-id="30094" data-author="Jynx" data-date="2009-10-10T22:04:18+00:00" data-subject="Keep command"&gt;&#13;&#10;&lt;p&gt;I don&amp;rsquo;t know if this has been suggested but it would certainly be handy and pretty easy to code (nudge nudge Felix). How about a &amp;lsquo;keep&amp;rsquo; command. Usage would be for example, &amp;lsquo;keep dagger&amp;rsquo; and would return this to player: &amp;lsquo;You decide to keep a blue glass dagger&amp;rsquo;. This would stop a char from inadvertently junking or selling an item by accident. If you tried to sell or junk it, you&amp;rsquo;d see something like: If you want to sell/junk a blue glass dagger, you must first &amp;lsquo;unkeep&amp;rsquo; it.&lt;/p&gt;&#10;&lt;p&gt;So basically two commands, keep and unkeep&amp;hellip;.&lt;/p&gt;&#10;&lt;p&gt;My 02&amp;hellip;&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>uh oh, cr#shes and lloyd beacon.</title><link>https://forum.slothmud.net/updates/mud-suggestions/uh-oh-cr-shes-and-lloyd-beacon/</link><pubDate>Thu, 09 Jul 2009 14:53:32 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/uh-oh-cr-shes-and-lloyd-beacon/</guid><description>&lt;div class="post" data-post-id="29682" data-author="Tuck" data-date="2009-07-09T14:53:32+00:00" data-subject="uh oh, cr#shes and lloyd beacon."&gt;&#13;&#10;&lt;p&gt;okies, i&amp;rsquo;m just reposting it, so real submitter is anonymous.&lt;/p&gt;&#10;&lt;p&gt;[b:2eg8xud2]we need lloyds beacon spell info to be stored in player files, not in mud memory, so it will survive crash or reboot (or logoff/rent even) - it&amp;rsquo;s up to you.[/b:2eg8xud2]&lt;/p&gt;&#10;&lt;p&gt;feature really needed now, coz we have so many troubles with online playing.&lt;/p&gt;&#10;&lt;p&gt;thanks in advance.&lt;/p&gt;&#10;&lt;p&gt;keep up doing awesome job on mud, so it will up and fun&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Tiger claw or Eagle claw</title><link>https://forum.slothmud.net/updates/mud-suggestions/tiger-claw-or-eagle-claw/</link><pubDate>Tue, 26 May 2009 11:28:49 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/tiger-claw-or-eagle-claw/</guid><description>&lt;div class="post" data-post-id="29295" data-author="sirrico1" data-date="2009-05-26T11:28:49+00:00" data-subject="Tiger claw or Eagle claw"&gt;&#13;&#10;&lt;p&gt;just a thought of maybe making a skill for monks something like Deathblow of the warrior but for monk prime a weaponless atk to gut mobs.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>gold</title><link>https://forum.slothmud.net/updates/mud-suggestions/gold/</link><pubDate>Sat, 23 May 2009 12:46:21 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/gold/</guid><description>&lt;div class="post" data-post-id="29265" data-author="sirrico1" data-date="2009-05-23T12:46:21+00:00" data-subject="gold"&gt;&#13;&#10;&lt;p&gt;I know this is a waste of my time but so is gaming so I&amp;rsquo;ll say it anyways.&lt;/p&gt;&#10;&lt;p&gt;add more gold to some chop area&amp;rsquo;s for warriors/monks/bards to hit&lt;/p&gt;&#10;&lt;p&gt;is really annoying having exp for 4 or 5 lvls and no gold to lvl with&lt;/p&gt;&#10;&lt;p&gt;hate the gold to lvl crap.&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="29266" data-author="Magi" data-date="2009-05-23T13:56:19+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;I&amp;rsquo;m sure they hear you&amp;hellip; but trying to think of a solution to the re-dwindling player base with everyone tired of solo coinage will probably take awhile.&lt;/p&gt;&#10;&lt;p&gt;My suggestion, if coins need to be &amp;lsquo;hard to get&amp;rsquo;, is to halve those leveling costs; at least the cost of the first 4 classes. Inflation will be minimal, because we will all spend less time running gold.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>reduce damage on drowning</title><link>https://forum.slothmud.net/updates/mud-suggestions/reduce-damage-on-drowning/</link><pubDate>Wed, 20 May 2009 18:17:03 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/reduce-damage-on-drowning/</guid><description>&lt;div class="post" data-post-id="29236" data-author="sirrico1" data-date="2009-05-20T18:17:03+00:00" data-subject="reduce damage on drowning"&gt;&#13;&#10;&lt;p&gt;could you reduce drowning damage? 500+ hps damage is a bit much I&amp;rsquo;d think :evil:&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="29242" data-author="jezer" data-date="2009-05-20T23:49:44+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;&lt;em&gt;crickets&lt;/em&gt;&lt;/p&gt;&#10;&lt;p&gt;help water breath&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Bard skill</title><link>https://forum.slothmud.net/updates/mud-suggestions/bard-skill/</link><pubDate>Tue, 20 May 2008 22:06:42 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/bard-skill/</guid><description>&lt;div class="post" data-post-id="24414" data-author="Dragoth" data-date="2008-05-20T22:06:42+00:00" data-subject="Bard skill"&gt;&#13;&#10;&lt;p&gt;song : soothing calm&lt;/p&gt;&#10;&lt;p&gt;Uses:&lt;/p&gt;&#10;&lt;p&gt;Rewards the person under the influence of the song with health from every successfull attack to the opponent.&lt;/p&gt;&#10;&lt;p&gt;Would be sweet to not rely on cleric or druid class to heal yourself&amp;hellip;&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="24415" data-author="*juggleblood*" data-date="2008-05-20T22:11:24+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;why &amp;lsquo;soothing calm&amp;rsquo;?&lt;/p&gt;&#10;&lt;p&gt;if you&amp;rsquo;re gaining health from your attacks on the opponent, it sounds like some kind of vampiric affect&lt;/p&gt;&#10;&lt;p&gt;would be neat if it was only available to necro-bards, a cross class skill type thingie, necro bards make me think of michael jackson doing the thriller video with all the zombies in it, but i digress&amp;hellip;&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>get and put commands</title><link>https://forum.slothmud.net/updates/mud-suggestions/get-and-put-commands/</link><pubDate>Wed, 19 Dec 2007 00:38:48 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/get-and-put-commands/</guid><description>&lt;div class="post" data-post-id="21715" data-author="jezer" data-date="2007-12-19T00:38:48+00:00" data-subject="get and put commands"&gt;&#13;&#10;&lt;p&gt;Can we change the get command to work like put&amp;hellip;&lt;/p&gt;&#10;&lt;p&gt;In the put command I can&amp;hellip;&lt;/p&gt;&#10;&lt;p&gt;put ring ring bracelet bracelet robe&lt;/p&gt;&#10;&lt;p&gt;IE, put multiple items in a robe in one command&amp;hellip; the last parameter being the robe.&lt;/p&gt;&#10;&lt;p&gt;Just wondering whether we could change get to work the same way?&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="21741" data-author="mahkra" data-date="2007-12-20T03:12:19+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;it would probably be easier to code it put &lt;container&gt; &lt;items&gt; but given what was done to wear all and rem all I assume they want each item to be separate and have lag associated with each action since that is kind of the justification for adding the lag to those.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>dead soulless man</title><link>https://forum.slothmud.net/updates/mud-suggestions/dead-soulless-man/</link><pubDate>Sat, 26 May 2007 21:19:08 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/dead-soulless-man/</guid><description>&lt;div class="post" data-post-id="18674" data-author="brand" data-date="2007-05-26T21:19:08+00:00" data-subject="dead soulless man"&gt;&#13;&#10;&lt;p&gt;in swamp&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="18676" data-author="13" data-date="2007-05-26T22:48:21+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;sweet, you killed him?&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="18725" data-author="Guinex" data-date="2007-05-30T18:04:17+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;lol&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="18733" data-author="Weasel" data-date="2007-05-30T22:17:24+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;what are you suggesting exactly? :P&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>some new crackma eq would be nice</title><link>https://forum.slothmud.net/updates/mud-suggestions/some-new-crackma-eq-would-be-nice/</link><pubDate>Fri, 18 May 2007 05:15:15 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/some-new-crackma-eq-would-be-nice/</guid><description>&lt;div class="post" data-post-id="18528" data-author="Weasel" data-date="2007-05-18T05:15:15+00:00" data-subject="some new crackma eq would be nice"&gt;&#13;&#10;&lt;p&gt;Some new crackma eq would be nice, particularly for warriors.. most of the higher level stuff seems to be for other classos, for warriors the main items are:&lt;/p&gt;&#10;&lt;p&gt;walls of jericho (-1.3 +20FlailDam +3HPRegen)&lt;/p&gt;&#10;&lt;p&gt;serpentskin bracer (-0.4 +5FlailDam +2HPRegen)&lt;/p&gt;&#10;&lt;p&gt;robes of the old crusader (-0.6 +20ResistDisease Container)&lt;/p&gt;&#10;&lt;p&gt;titanium ring of power (-0.5 +2HPRegen)&lt;/p&gt;&#10;&lt;p&gt;Most tanks find flail next to useless - it isn&amp;rsquo;t used when tanking in a group as it lags your whiner, and hardly ever used in solo except to maybe start a fight - and broadsword seems to be far more commonly used.&lt;/p&gt;&#10;&lt;p&gt;So what&amp;rsquo;s left that is actually beneficial? A couple of HP regen is always welcome, but when you&amp;rsquo;re looking at tanks running at around 1200hp max, 1 or 2 added regen per minute is almost nothing, seriously. So what&amp;rsquo;s left now? ResistDisease? pfft, yeah right.&lt;/p&gt;&#10;&lt;p&gt;All that&amp;rsquo;s left is, well nothing for the bracer - -0.4ac wrist eq is standard for tanks.&lt;/p&gt;&#10;&lt;p&gt;The additional -0.1ac on the shield is nice, but for 675 crackma that&amp;rsquo;s quite a bit when chances are to wear it you&amp;rsquo;ll be getting rid of your 3x40 shield (-1.2 +1dex +1con).. suddenly it doesn&amp;rsquo;t seem like such a good deal after all, but given the options available&amp;hellip; hrm.&lt;/p&gt;&#10;&lt;p&gt;As for the robe.. well yes, basically all you get is an extra -0.1ac for a whopping 1150 crackma, but chances are you&amp;rsquo;re already wearing a -0.5ac +25spellbonus robe (which in comparison only costs 250 crackma).. that&amp;rsquo;s a significant cost for -0.1ac.&lt;/p&gt;&#10;&lt;p&gt;The titanium ring of power.. again, -0.1ac for a whopping 1311 crackma.. and 2 HPRegen. Nice, but not cheap.&lt;/p&gt;&#10;&lt;p&gt;Not much of a choice imho.&lt;/p&gt;&#10;&lt;p&gt;As a suggestion, swap out the flaildam to weapondam - that would certainly make the items far more useful and desirable, not to mention more worth the crackma price. Failing that, well hell I don&amp;rsquo;t know, go for new straight AC eq but make it worthwhile, particularly since chars can go beyond -11ac now (if there were more eq to enable it).&lt;/p&gt;&#10;&lt;p&gt;Would really appreciate some coders at least considering updating crackma eq. Thanks.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>please make red and white staffs crumble after use</title><link>https://forum.slothmud.net/updates/mud-suggestions/please-make-red-and-white-staffs-crumble-after-use/</link><pubDate>Fri, 16 Mar 2007 03:43:01 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/please-make-red-and-white-staffs-crumble-after-use/</guid><description>&lt;div class="post" data-post-id="17298" data-author="Weasel" data-date="2007-03-16T03:43:01+00:00" data-subject="please make red and white staffs crumble after use"&gt;&#13;&#10;&lt;p&gt;per subject..&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="17303" data-author="Mace" data-date="2007-03-16T08:09:41+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;Hm.. which ones don&amp;rsquo;t?&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="17305" data-author="Marchessa_red_witch" data-date="2007-03-16T12:43:20+00:00" data-subject="Actually"&gt;&#13;&#10;&lt;p&gt;Any wand that doesn&amp;rsquo;t recharge should crumble.&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="17309" data-author="Gimlet" data-date="2007-03-16T15:16:43+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;don&amp;rsquo;t they crumble after use now?&lt;/p&gt;&#10;&lt;p&gt;swear mine have been crumbling after i use them&lt;/p&gt;&#10;&lt;p&gt;or do they only crumble if it&amp;rsquo;s made from succor?&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="17311" data-author="Autolycos" data-date="2007-03-16T15:29:15+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;You viciously flog marchessa with a red and white staff!!&lt;/p&gt;&#10;&lt;p&gt;:x&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Necro Spell</title><link>https://forum.slothmud.net/updates/mud-suggestions/necro-spell/</link><pubDate>Tue, 20 Feb 2007 18:34:07 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/necro-spell/</guid><description>&lt;div class="post" data-post-id="17026" data-author="Aeolus" data-date="2007-02-20T18:34:07+00:00" data-subject="Necro Spell"&gt;&#13;&#10;&lt;p&gt;I am not sure if this has been suggested before. Could you have a Necro spell that can summon the corpse of a player? You would probably need to make it so that person was standing in the same room and somehow gave the Necro permission so people didn&amp;rsquo;t steal corpses. Also the corpse would appear on the ground not in the caster&amp;rsquo;s inventory or anything. Probably be a high level spell w/decent mana cost.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>fargate days to include lloyds beacon and passage</title><link>https://forum.slothmud.net/updates/mud-suggestions/fargate-days-to-include-lloyds-beacon-and-passage/</link><pubDate>Fri, 09 Feb 2007 16:52:24 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/fargate-days-to-include-lloyds-beacon-and-passage/</guid><description>&lt;div class="post" data-post-id="16762" data-author="Weasel" data-date="2007-02-09T16:52:24+00:00" data-subject="fargate days to include lloyds beacon and passage"&gt;&#13;&#10;&lt;p&gt;As per title, would seem logical that when fargate is up, lloyds and passage should also be trans-continent.. seems like a good idea to me anyway.&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="16793" data-author="Aeolus" data-date="2007-02-10T05:28:37+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;What about Convocation?&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="16794" data-author="Weasel" data-date="2007-02-10T06:54:43+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;yeah that too :)&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="16795" data-author="brand" data-date="2007-02-10T07:34:34+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;hell we might as well really roll the dice and throw teleport on the list too! :twisted:&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>clan channels</title><link>https://forum.slothmud.net/updates/mud-suggestions/clan-channels/</link><pubDate>Fri, 12 Jan 2007 17:11:45 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/clan-channels/</guid><description>&lt;div class="post" data-post-id="16228" data-author="firebrand" data-date="2007-01-12T17:11:45+00:00" data-subject="clan channels"&gt;&#13;&#10;&lt;p&gt;clan channels need to show joiners/leavers please&lt;/p&gt;&#10;&lt;p&gt;&amp;ldquo;which way did he go george? which way did he go?&amp;rdquo; &amp;ndash;abominable snowman on bugs bunny &amp;amp; road runner show&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="16235" data-author="Autolycos" data-date="2007-01-12T21:09:16+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;why? there is only 2 of you anyway&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="16247" data-author="firebrand" data-date="2007-01-13T19:24:38+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;because perhaps -other- clans are interested in seeing join/leave messages as well&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="16249" data-author="Autolycos" data-date="2007-01-13T21:33:12+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;there are other clans???? :shock:&lt;/p&gt;&#10;&lt;p&gt;surely you jest :twisted:&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>:P</title><link>https://forum.slothmud.net/updates/mud-suggestions/p/</link><pubDate>Sun, 07 Jan 2007 01:17:46 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/p/</guid><description>&lt;div class="post" data-post-id="16047" data-author="Weasel" data-date="2007-01-07T01:17:46+00:00" data-subject=":P"&gt;&#13;&#10;&lt;p&gt;[img:3j4ugc1k]http://www.treatyoffrancis.com/images/middlefingerkid.jpg[/img:3j4ugc1k]&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="16049" data-author="Medios" data-date="2007-01-07T03:14:31+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;Thats the spirit.&lt;/p&gt;&#10;&lt;p&gt;&lt;em&gt;hats off to Weasel&lt;/em&gt;&lt;/p&gt;&#10;&lt;p&gt;Mike&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Affects Ideas</title><link>https://forum.slothmud.net/updates/mud-suggestions/affects-ideas/</link><pubDate>Mon, 01 Jan 2007 20:59:08 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/affects-ideas/</guid><description>&lt;div class="post" data-post-id="15889" data-author="banedon" data-date="2007-01-01T20:59:08+00:00" data-subject="Affects Ideas"&gt;&#13;&#10;&lt;p&gt;Would it be possible to include skills that are affecting a player when he/she checks their score? Like sixth sense for example. I know that there have been times that I have activated an effect and forgotten it was active and tried to reactivate it, either just wasting the mana or movement, or cancelling the effect.&lt;/p&gt;&#10;&lt;p&gt;Also, dunno how much more coding this would involve, but what about an &amp;ldquo;affects&amp;rdquo; command, that just lists what spells/effects are currently affecting the player.&lt;/p&gt;&#10;&lt;p&gt;Banedon&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>keychain clasp</title><link>https://forum.slothmud.net/updates/mud-suggestions/keychain-clasp/</link><pubDate>Sat, 09 Dec 2006 21:24:53 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/keychain-clasp/</guid><description>&lt;div class="post" data-post-id="15566" data-author="Weasel" data-date="2006-12-09T21:24:53+00:00" data-subject="keychain clasp"&gt;&#13;&#10;&lt;p&gt;A suggestion for an item - be it a forge item or a drachma item or whatever - a clasp that attaches to the forged keychain which makes the keychain no-steal. That would make the controversial keyless vault entry a moot point, and remove an existing unbelievably wide open opportunity for pthieves that there is absolutely no defense for at present.&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="15573" data-author="Bazilus" data-date="2006-12-10T11:00:19+00:00" data-subject="Nice idea..."&gt;&#13;&#10;&lt;p&gt;+1&lt;/p&gt;&#10;&lt;p&gt;Bazilus the Crayz Python&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Possible new bard spell</title><link>https://forum.slothmud.net/updates/mud-suggestions/possible-new-bard-spell/</link><pubDate>Tue, 31 Oct 2006 22:37:33 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/possible-new-bard-spell/</guid><description>&lt;div class="post" data-post-id="14855" data-author="Sabin" data-date="2006-10-31T22:37:33+00:00" data-subject="Possible new bard spell"&gt;&#13;&#10;&lt;p&gt;I know some ppl think that the sleep spell doesnt do much right? Well I think that there is a way that we can make it a little more usefull for mid level characters between curse and damn. Once there is a mob that is asleep you could cast a spell that would effect the mob by voices in their head while the bard sings this (spell song) then it would effect a mob as long as the bard sings like curse but possible a little bit stronger&amp;hellip; Maybe I am just nuts but I thought that it would be cool. So leave a post and let me know what you think.&lt;/p&gt;&#10;&lt;p&gt;Thanks&lt;/p&gt;&#10;&lt;p&gt;Sabin Sharon&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Drachma vs autoquest Items</title><link>https://forum.slothmud.net/updates/mud-suggestions/drachma-vs-autoquest-items/</link><pubDate>Tue, 03 Oct 2006 00:08:02 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/drachma-vs-autoquest-items/</guid><description>&lt;div class="post" data-post-id="14459" data-author="Jag" data-date="2006-10-03T00:08:02+00:00" data-subject="Drachma vs autoquest Items"&gt;&#13;&#10;&lt;p&gt;On the equipment list, it would be great if drachma purchase items and autoquest items were listed differently. Perhasps using those terms instead calling all such equipment &amp;ldquo;quest&amp;rdquo; equipment.&lt;/p&gt;&#10;&lt;p&gt;Thanks&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="14468" data-author="Absu" data-date="2006-10-03T06:06:48+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;Agreed. You can actually filter the list by &amp;ldquo;Quest Shop&amp;rdquo; items, but it doesn&amp;rsquo;t seem to list anything. I suppose someone just needs to flag all of the drachma items as &amp;ldquo;quest shop&amp;rdquo;.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>More newbie (tri) tokens...</title><link>https://forum.slothmud.net/updates/mud-suggestions/more-newbie-tri-tokens/</link><pubDate>Thu, 21 Sep 2006 04:11:00 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/more-newbie-tri-tokens/</guid><description>&lt;div class="post" data-post-id="14201" data-author="Absu" data-date="2006-09-21T04:11:00+00:00" data-subject="More newbie (tri) tokens..."&gt;&#13;&#10;&lt;p&gt;I really wish that it was easier to pop tri tokens. I&amp;rsquo;ve honestly killed something like 1500 mobs so far this week, and have popped maybe 10 tri tokens.&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="14233" data-author="Absu" data-date="2006-09-22T18:43:24+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;Grr&amp;hellip; this is ridiculous&amp;hellip; regen time, and here comes a newbie rant.&lt;/p&gt;&#10;&lt;p&gt;I REALLY appreicate that some people have been helping me by giving me tokens or telling me where one popped. Honestly, I really, REALLY appreciate it.&lt;/p&gt;&#10;&lt;p&gt;But&amp;hellip;&lt;/p&gt;&#10;&lt;p&gt;The tokens are so rare that newbies have no chance of being able to afford them. Someone was just selling 4x tri tokens now, and a couple fake newbies with high level alts pushed the bidding up to 300k. Sure, that&amp;rsquo;s peanuts to a high level player with a newbie account, but I can&amp;rsquo;t justify spending half of my gold on 4 tokens that will probably amount to nothing.&lt;/p&gt;&#10;&lt;p&gt;I know I am whining or whatever, but I feel like this is a huge gameplay flaw. I can live with the rent system. I can deal with the pthieving. This reroll/token crap is honestly making me consider just quitting and playing something else. I actually like the idea behind collecting tokens to reroll your stats, but I HATE how friggin&amp;rsquo; time consuming it is for an actual newbie to get the tokens. Don&amp;rsquo;t tell me to just go ahead and get hex tokens later. They are 10x more rare and probably 10x more annoying.&lt;/p&gt;&#10;&lt;p&gt;Some people will argue that I should just take &amp;ldquo;playable&amp;rdquo; stats. Why would someone want to accept average stats on a character that they could spend years of play on? I have rolled at least 50 times now (and probably took 20 hours of play to get those tokens) and have not had a single satisfactory roll. I think I had 2-3 rolls over 70 stats total. Only one roll was 2x18, and the other stats were ~10. I was really considering just taking that since I was so annoyed, but everyone told me not to and someone told me that I would regret it later. All I want is 18 in my 2 primary stats and a decent total (honestly, anything above 70 would be fine to me).&lt;/p&gt;&#10;&lt;p&gt;I mean, I would be happy if there was just some reliable way to get the tokens rather than slaughtering endless monsters hoping that you will get one. I&amp;rsquo;ve been running all the areas that people suggested. Multiple people have told me the same areas, so I assume they are legit. I am lucky to get 1 token per hour. Right now my kill count is at 2654 npcs. I don&amp;rsquo;t think I&amp;rsquo;ve popped over 25 tokens.&lt;/p&gt;&#10;&lt;p&gt;Yes, yes, I know Sloth has been using the token system since dinosaurs walked the earth and whatever, but please at least consider upping the availability of the tokens. Even if there was some replayable quest that takes 20 minutes but guarantees you a tri token would be awesome.&lt;/p&gt;&#10;&lt;p&gt;I&amp;rsquo;m sure people agree with me, and I don&amp;rsquo;t mean people that have 100 million gold on their character and outbid real newbies on tokens.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Purloin Aura</title><link>https://forum.slothmud.net/updates/mud-suggestions/purloin-aura/</link><pubDate>Sat, 16 Sep 2006 00:52:29 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/purloin-aura/</guid><description>&lt;div class="post" data-post-id="14063" data-author="Medios" data-date="2006-09-16T00:52:29+00:00" data-subject="Purloin Aura"&gt;&#13;&#10;&lt;p&gt;Since the mob level vs steal has been implemented purloin aura is hindered alot. The was very cool before, but now failing so often and then not being able to put items away or get into vaults or do anything for hours makes it not worth the time. Why get boarded for stealing spells and why make it so difficult to use. Can someone check this out.&lt;/p&gt;&#10;&lt;p&gt;Mike&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Another possible use for a "weapon"</title><link>https://forum.slothmud.net/updates/mud-suggestions/another-possible-use-for-a-weapon/</link><pubDate>Wed, 26 Jul 2006 15:56:56 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/another-possible-use-for-a-weapon/</guid><description>&lt;div class="post" data-post-id="13564" data-author="waccy" data-date="2006-07-26T15:56:56+00:00" data-subject="Another possible use for a &amp;quot;weapon&amp;quot;"&gt;&#13;&#10;&lt;p&gt;The idea is to have a long pole, probably glowing, cheaply available in weapon shops. Implement as a two-handed , stupidly slow, weapon, doing nil or minimum damage.&lt;/p&gt;&#10;&lt;p&gt;As long as it remains wielded, by a live bearer, members of that bearers group, in the same location as the bearer, gain a small but useful bonus, perhaps similar to a warcry effect.&lt;/p&gt;&#10;&lt;p&gt;Because this battle flag wipes out a player weapon ability, the most sensible use for it would be to give one to some small fry, to carry around for you. The intent is to provide such small fry with a useful &amp;lsquo;role&amp;rsquo; in large groups, as the groups standard bearer(s).&lt;/p&gt;&#10;&lt;p&gt;Of course, says he, reverting back to evil-dm mode, any group that allows its standard bearer(s) to die, aka falling in battle, gets severely penalised,&lt;/p&gt;&#10;&lt;p&gt;so it&amp;rsquo;s not necessarily a job for a bot. The standard will probably &amp;lsquo;break&amp;rsquo; ( ie. go poof) if/when its bearer dies, making replacement suitably awkward.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>toggle light</title><link>https://forum.slothmud.net/updates/mud-suggestions/toggle-light/</link><pubDate>Mon, 22 May 2006 22:14:23 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/toggle-light/</guid><description>&lt;div class="post" data-post-id="12641" data-author="Weasel" data-date="2006-05-22T22:14:23+00:00" data-subject="toggle light"&gt;&#13;&#10;&lt;p&gt;A long shot, but would it be possible to code so that we can toggle our light on/off without having to remove it and thus lose its effects as well?&lt;/p&gt;&#10;&lt;p&gt;ie: lightoff/lighton so can run thru dark areas, but not lose other properties of the light eq.. I mean hell, irl a flashlight doesn&amp;rsquo;t need to be turned on to make it a formidible weapon in a pinch, does it.&lt;/p&gt;&#10;&lt;p&gt;:twisted:&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Silly thief...</title><link>https://forum.slothmud.net/updates/mud-suggestions/silly-thief/</link><pubDate>Mon, 10 Apr 2006 16:31:42 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/silly-thief/</guid><description>&lt;div class="post" data-post-id="12044" data-author="12345" data-date="2006-04-10T16:31:42+00:00" data-subject="Silly thief..."&gt;&#13;&#10;&lt;p&gt;I was kicking around some unrelated ideas and a few random thoughts wandered through my head. Given the present state of things, they might be cool. Anyway, some thief skill ideas&amp;hellip;&lt;/p&gt;&#10;&lt;p&gt;Basically, these are the opposite of the resist spells.&lt;/p&gt;&#10;&lt;p&gt;Alcohol bath: Would give alcohol an actual use in the game besides talking funny. May or may not use the entire container&amp;hellip; Requires some alcohol to work, the more drunk it makes you, the more it weakens enemy saves to fire magic. So, beer might not help at all, but a little whiskey could weaken saves against fire magic. Let mages light em up more often without 1/2 damage.&lt;/p&gt;&#10;&lt;p&gt;Water bath: Requires a canteen to work, uses the entire contents of the container to work. The more water used, the more vulnerable they are to lightning and cold damage. A canteen will only raise their saves a little bit, a water barrel raise them a bit more. Interesting side effect could be to grease the room if there&amp;rsquo;s enough water and a frostbolt.&lt;/p&gt;&#10;&lt;p&gt;I didn&amp;rsquo;t think of anything for acids but acid has an effect of it&amp;rsquo;s own. Colors and disints? No ideas. Oh well.&lt;/p&gt;&#10;&lt;p&gt;I can&amp;rsquo;t really picture this working well on stab/blast mobs&amp;hellip; unless there&amp;rsquo;s a second non-stabbing, non-blasting thief in the group. Also, if you raise fire magic on a mob that casts fire magic&amp;hellip; it might backfire on the group. Would give mages a boost on ether mobs like the eternal flame or flamewraith, or on mobs like Paraclesus that hit like a train no matter how much you debuff them. Would also give thieves something useful to do in a group after stabbing besides drain their moves with circle&amp;hellip;. at least for a round.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>MXP Stuffs</title><link>https://forum.slothmud.net/updates/mud-suggestions/mxp-stuffs/</link><pubDate>Thu, 06 Apr 2006 12:59:59 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/mxp-stuffs/</guid><description>&lt;div class="post" data-post-id="11969" data-author="12345" data-date="2006-04-06T12:59:59+00:00" data-subject="MXP Stuffs"&gt;&#13;&#10;&lt;p&gt;I know Splork&amp;rsquo;s been having a blast with MXP, and most the changes he&amp;rsquo;s been making are pretty cool. However, on the topic of MXP, I have the following suggestion:&lt;/p&gt;&#10;&lt;p&gt;It would be nice if anything available in the prompt was an MXP option. ie. We can have both a configurable prompt and configurable MXP.&lt;/p&gt;&#10;&lt;p&gt;Reason I suggest this, there are lots and lots of things I&amp;rsquo;d like to program my client to keep track of for me that I don&amp;rsquo;t really want to see in my prompt. ie. Dawnfire is pretty cool, but I don&amp;rsquo;t want weather and time info in my prompt&amp;hellip;&lt;/p&gt;&#10;&lt;p&gt;An option that would competely rock (but I dont&amp;rsquo; know how to do) would be to add spell data to MXP (Ok, I have an idea how). I&amp;rsquo;ve seen the cool little status bars that some players have in their clients and I think they&amp;rsquo;re great. I&amp;rsquo;ve even heard tell of people who have status bars with buttons that let them quickly recast spells and think that&amp;rsquo;s even better&amp;hellip;.&lt;/p&gt;&#10;&lt;p&gt;Would be a very helpful thing to add to the newbie section though.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>attuned to channelling</title><link>https://forum.slothmud.net/updates/mud-suggestions/attuned-to-channelling/</link><pubDate>Wed, 05 Apr 2006 12:59:12 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/attuned-to-channelling/</guid><description>&lt;div class="post" data-post-id="11946" data-author="Falsra" data-date="2006-04-05T12:59:12+00:00" data-subject="attuned to channelling"&gt;&#13;&#10;&lt;p&gt;If i attune self to healing or shaping, or say summoning strata, i can see a&lt;/p&gt;&#10;&lt;p&gt;noticable effect, while if i attune self to channelling strata i see no advantages for me.&lt;/p&gt;&#10;&lt;p&gt;It is not only my opinion, i talked to some high mages prime strongly&lt;/p&gt;&#10;&lt;p&gt;attuned to channelling strata and they all agreed with me on that.&lt;/p&gt;&#10;&lt;p&gt;If mob required 2 frostbolts to kill earlier, it still requires 2 frostbolts to kill&lt;/p&gt;&#10;&lt;p&gt;after attunement to channelling. If mob required 4 frostbolts to kill earlier,&lt;/p&gt;&#10;&lt;p&gt;it still requires 4.&lt;/p&gt;&#10;&lt;p&gt;The only explanation i see is all 40+ levels mobs i usually run have best&lt;/p&gt;&#10;&lt;p&gt;save rate ( 2 from the scale [1-20] ) - with best save rate mobs saved&lt;/p&gt;&#10;&lt;p&gt;almost all my spells earlier and even after attunement they continue saving&lt;/p&gt;&#10;&lt;p&gt;my spells.&lt;/p&gt;&#10;&lt;p&gt;As i suppose well attuned to channelling adds +1 to mobs save while&lt;/p&gt;&#10;&lt;p&gt;strongly attuned to channelling adds +2. To feel advantages ( sometimes&lt;/p&gt;&#10;&lt;p&gt;at least ) i would kindly ask to move to numbers to +2 and +4.&lt;/p&gt;&#10;&lt;p&gt;/falsra&lt;/p&gt;&#10;&lt;p&gt;ps: of course attunement might be implemented in other way and our&lt;/p&gt;&#10;&lt;p&gt;coders had fun reading my silly proposal , but i believe attunement to&lt;/p&gt;&#10;&lt;p&gt;channelling should give a noticable advantage even to high mages&lt;/p&gt;&#10;&lt;p&gt;sometimes :P&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Pthieves/Jail/Bot</title><link>https://forum.slothmud.net/updates/mud-suggestions/pthieves-jail-bot/</link><pubDate>Sat, 25 Mar 2006 09:10:13 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/pthieves-jail-bot/</guid><description>&lt;div class="post" data-post-id="11790" data-author="Guinex" data-date="2006-03-25T09:10:13+00:00" data-subject="Pthieves/Jail/Bot"&gt;&#13;&#10;&lt;p&gt;I have an idea that will either be hated or loved.&lt;/p&gt;&#10;&lt;p&gt;Pthieves that get thrown in jail must be at the keyboard during the time that they are sentenced, otherwise there sentence is prolonged. Something along the sorts of using a command to many times in a row would prong the state, or voiding out would make them log in with 2x duratiion in jail.&lt;/p&gt;&#10;&lt;p&gt;Imho i think this sounds reasonable along these sorts with some type of penalty put in place for botting when in jail to be relieved from punishment.&lt;/p&gt;&#10;&lt;p&gt;Note that I am not one that is against pthieving, it does bring me entertainment at downtimes and i don&amp;rsquo;t mind talking trash to them from time to time. :lol:&lt;/p&gt;&#10;&lt;p&gt;Are you pickin up what im puttin down?&lt;/p&gt;&#10;&lt;p&gt;&lt;em&gt;smoke&lt;/em&gt;&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>precision</title><link>https://forum.slothmud.net/updates/mud-suggestions/precision/</link><pubDate>Tue, 21 Mar 2006 14:19:11 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/precision/</guid><description>&lt;div class="post" data-post-id="11613" data-author="Falsra" data-date="2006-03-21T14:19:11+00:00" data-subject="precision"&gt;&#13;&#10;&lt;p&gt;Most of my friends consider sloth to be very complex.&lt;/p&gt;&#10;&lt;p&gt;This is a reason they play web based rpg games which do not&lt;/p&gt;&#10;&lt;p&gt;require much attention and understanding,( in fact idea of&lt;/p&gt;&#10;&lt;p&gt;bulding web based simplified sloth clone is not bad at all ).&lt;/p&gt;&#10;&lt;p&gt;From this side i do not want to make a complex sloth even more complex.&lt;/p&gt;&#10;&lt;p&gt;From another side i still want to share my thoughts with players and immortals:&lt;/p&gt;&#10;&lt;p&gt;Look , when we fight a mob we consider mob only in general, we do not think&lt;/p&gt;&#10;&lt;p&gt;mob has or does not have say legs ot head, and we do not care which&lt;/p&gt;&#10;&lt;p&gt;part of mob&amp;rsquo;s body we are hitting.&lt;/p&gt;&#10;&lt;p&gt;With &amp;ldquo;presicion&amp;rdquo; skill we may give some advantages to warriors and monks, letting&lt;/p&gt;&#10;&lt;p&gt;them to hit most vulnerable mob&amp;rsquo;s parts. This skill also would make them&lt;/p&gt;&#10;&lt;p&gt;read mob descriptions to figure out which parts of body they should hit to do&lt;/p&gt;&#10;&lt;p&gt;most damage.&lt;/p&gt;&#10;&lt;p&gt;We can define that a mob may have some parts - head,body,arms,legs,tail,wings.&lt;/p&gt;&#10;&lt;p&gt;Each part may have or may not have damage modifier.&lt;/p&gt;&#10;&lt;p&gt;Say, all fish-type mobs have no legs,no arms and no wings - only head, body and tail.&lt;/p&gt;&#10;&lt;p&gt;Useless to beat them on legs,arms or wings - damage modifier set to zero for arms/legs/wings.&lt;/p&gt;&#10;&lt;p&gt;Soldiers may have armored body and head - damage modifier set to say 0.9&lt;/p&gt;&#10;&lt;p&gt;and not armored legs and arms - damage modifier set say to 1.1&lt;/p&gt;&#10;&lt;p&gt;Warriors and monks with learned presicion skill may direct their hits to any part of mob&lt;/p&gt;&#10;&lt;p&gt;by typing &amp;ldquo;presicion head&amp;rdquo; or, say, &amp;ldquo;precision tail&amp;rdquo;.&lt;/p&gt;&#10;&lt;p&gt;Warriors and monks who set &amp;ldquo;presicion &amp;quot; without params would do their hits randomly.&lt;/p&gt;&#10;&lt;p&gt;The same way would act players with unlearned &amp;ldquo;presicion&amp;rdquo; skill.&lt;/p&gt;&#10;&lt;p&gt;Yes, its a tweaking for players without Wa or Mo in classo, but those players basically&lt;/p&gt;&#10;&lt;p&gt;do not rely on physical damage much.&lt;/p&gt;&#10;&lt;p&gt;Of course, precision skill would affect followers most of all - followers unable to&lt;/p&gt;&#10;&lt;p&gt;learn this skill and would do thier hits randomly.&lt;/p&gt;&#10;&lt;p&gt;But we all agree necromancers are still kinda overpewered - &amp;ldquo;presicion&amp;rdquo; skill will bring&lt;/p&gt;&#10;&lt;p&gt;some balance into the game from this point of view :twisted: &lt;em&gt;bite me&lt;/em&gt;&lt;/p&gt;&#10;&lt;p&gt;Thank for attn :)&lt;/p&gt;&#10;&lt;p&gt;/falsra&lt;/p&gt;&#10;&lt;p&gt;:twisted: :twisted:&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>friends list modification</title><link>https://forum.slothmud.net/updates/mud-suggestions/friends-list-modification/</link><pubDate>Tue, 21 Mar 2006 00:51:26 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/friends-list-modification/</guid><description>&lt;div class="post" data-post-id="11590" data-author="Malison" data-date="2006-03-21T00:51:26+00:00" data-subject="friends list modification"&gt;&#13;&#10;&lt;p&gt;I&amp;rsquo;ve been pretty well impressed with the friends list feature and was thinking&amp;hellip;&lt;/p&gt;&#10;&lt;p&gt;Especially in the light of the recent upsurge of pthief activity, could there be a modification or a new list where the other person doesn&amp;rsquo;t have to have you on their list? Then you could see when someone logs on (but not where, if they don&amp;rsquo;t also have you on their list), and possibly add a (mutual) flag to people who have you listed as well so you continue seeing &amp;ldquo;Kjartan logged on in Godsland,&amp;rdquo; as well as &amp;ldquo;Harlot logged on&amp;hellip;somewhere&amp;hellip;&amp;rdquo;&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>attach all</title><link>https://forum.slothmud.net/updates/mud-suggestions/attach-all/</link><pubDate>Mon, 20 Mar 2006 13:28:40 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/attach-all/</guid><description>&lt;div class="post" data-post-id="11557" data-author="Falsra" data-date="2006-03-20T13:28:40+00:00" data-subject="attach all"&gt;&#13;&#10;&lt;p&gt;we have get all/wear all/rem all/dep all/with all commands.&lt;/p&gt;&#10;&lt;p&gt;it would be nice to have &amp;ldquo;attach all//detach all&amp;rdquo; feature&lt;/p&gt;&#10;&lt;p&gt;to save time and redress scripts&amp;rsquo; size.&lt;/p&gt;&#10;&lt;p&gt;with proper items order in inventory it would work fine.&lt;/p&gt;&#10;&lt;p&gt;if you cant set a proper order - you may attach/detach clasps&lt;/p&gt;&#10;&lt;p&gt;one by one as before.&lt;/p&gt;&#10;&lt;p&gt;just suggestion.&lt;/p&gt;&#10;&lt;p&gt;/falsra&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>clan suggestion</title><link>https://forum.slothmud.net/updates/mud-suggestions/clan-suggestion/</link><pubDate>Wed, 15 Mar 2006 20:55:24 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/clan-suggestion/</guid><description>&lt;div class="post" data-post-id="11336" data-author="Weasel" data-date="2006-03-15T20:55:24+00:00" data-subject="clan suggestion"&gt;&#13;&#10;&lt;p&gt;Just to involve clans more in day to day play, thought it might be a good idea to have some association with clans and astrology (since astrology already exists) or something similar.. for example, for certain time periods when planets are aligned correctly, all SMAC clan members might have better chance of popping eq or might have higher damage resistance or +hit or something like that, at other times it might be all DOW clan members and so on.. if it ran on the astrology system would be relatively random and hopefully not biased in any way..&lt;/p&gt;&#10;&lt;p&gt;good idea? do-able?&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Bard song and success/failure messages?</title><link>https://forum.slothmud.net/updates/mud-suggestions/bard-song-and-success-failure-messages/</link><pubDate>Sun, 22 Jan 2006 03:20:53 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/bard-song-and-success-failure-messages/</guid><description>&lt;div class="post" data-post-id="10279" data-author="Tetsulunathaya" data-date="2006-01-22T03:20:53+00:00" data-subject="Bard song and success/failure messages?"&gt;&#13;&#10;&lt;p&gt;I know I mentioned this over a year ago before my long break, and have been told that its supposedly been changed, but I haven&amp;rsquo;t seen any results.&lt;/p&gt;&#10;&lt;p&gt;Regarding bard songs, it would be nice to have some sort of success/failure messages on several of the song that don&amp;rsquo;t have them now.&lt;/p&gt;&#10;&lt;p&gt;Sanctuary for the Soul never seems to work for me, even against the smallest spellcasting mobs (whether in combat or not in combat after a dispel). Perhaps it could have a success message works on them, and a &amp;lsquo;Doesn&amp;rsquo;t do anything&amp;rsquo; message when it cannot affect the mob, much like silence seems to have?&lt;/p&gt;&#10;&lt;p&gt;Likewise, the only way you know whether sacred reprieve works or doesn&amp;rsquo;t work is when the mob starts beating on you, etc.&lt;/p&gt;&#10;&lt;p&gt;Most spells give you the benifits of the spell when cast, instead of having to wait several (sometimes crucial!) rounds to see whether the bard song works or not.&lt;/p&gt;&#10;&lt;p&gt;I think this would greatly increase the use of many of the songs I&amp;rsquo;ve never/hardly ever see used. People want to know they are actually getting results, instead of guessing or hoping.&lt;/p&gt;&#10;&lt;p&gt;If something has been changed, and I&amp;rsquo;ve just yet to see it work, please let me know. (But I am a Prime 40 Bard with Maxxed Charisma, so it should work on something, right?)&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Messages for resisted/saved spells</title><link>https://forum.slothmud.net/updates/mud-suggestions/messages-for-resisted-saved-spells/</link><pubDate>Wed, 18 Jan 2006 12:48:22 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/messages-for-resisted-saved-spells/</guid><description>&lt;div class="post" data-post-id="10194" data-author="Falsra" data-date="2006-01-18T12:48:22+00:00" data-subject="Messages for resisted/saved spells"&gt;&#13;&#10;&lt;p&gt;When i fight a mob i see if my hit does 0 damage ( miss, ethereal mob ).&lt;/p&gt;&#10;&lt;p&gt;When i cast an offensive spell i see if my spell does 0 damage ( lost conc, immune )&lt;/p&gt;&#10;&lt;p&gt;When i fight a mob i see how much damage my successful hit does&lt;/p&gt;&#10;&lt;p&gt;( not exactly roll, but still i can see if i hit barely,hard or massacre ).&lt;/p&gt;&#10;&lt;p&gt;When i cast an offensive spell i have no idea how much damage my spell does.&lt;/p&gt;&#10;&lt;p&gt;Mob may have f.e. 70% fire resist and still i have no clue to switch to another spell.&lt;/p&gt;&#10;&lt;p&gt;Mob may save all my spells and i have no clue to switch to another attunement.&lt;/p&gt;&#10;&lt;p&gt;It would be really nice to add messages for resisted and saved spells.&lt;/p&gt;&#10;&lt;p&gt;Thanks in advance!&lt;/p&gt;&#10;&lt;p&gt;/falsra&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>New spell Suggestions</title><link>https://forum.slothmud.net/updates/mud-suggestions/new-spell-suggestions/</link><pubDate>Tue, 20 Dec 2005 16:15:19 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/new-spell-suggestions/</guid><description>&lt;div class="post" data-post-id="9882" data-author="Blastem" data-date="2005-12-20T16:15:19+00:00" data-subject="New spell Suggestions"&gt;&#13;&#10;&lt;p&gt;Got a couple of spell suggestions that I think some form of may have been called for with the new traps/cache stuff and those of us without th or bard in classo.&lt;/p&gt;&#10;&lt;p&gt;#1 How about a spell like the lev 2 cleric find traps with a higher lev remove traps.&lt;/p&gt;&#10;&lt;p&gt;#2 maybe add the ability to perception to look at a cache and spot a trap this would definately be an improvement to that spell.&lt;/p&gt;&#10;&lt;p&gt;#3 An avatar version of perception that allows the player to see inventory/caches this would be a very large help in spotting things.&lt;/p&gt;&#10;&lt;p&gt;Just some thoughts&lt;/p&gt;&#10;&lt;p&gt;Blastem&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Clan channel</title><link>https://forum.slothmud.net/updates/mud-suggestions/clan-channel/</link><pubDate>Sun, 13 Nov 2005 15:09:05 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/clan-channel/</guid><description>&lt;div class="post" data-post-id="9500" data-author="Alberich" data-date="2005-11-13T15:09:05+00:00" data-subject="Clan channel"&gt;&#13;&#10;&lt;p&gt;channels are cool, and clan channels are very cool. however, one of the best things about channels, is going ld so people know you&amp;rsquo;re dead. any way we could get like a &amp;lsquo;so-and-so has died!&amp;rsquo; message added to clan channel (far fetched, i know) or just at least have person leave channel when they drop link?&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="9501" data-author="Autolycos" data-date="2005-11-13T19:33:21+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;i think thats a good idea. i get alot of use out my are you dead pinger from ctalk leavers&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Minor stacking improvement</title><link>https://forum.slothmud.net/updates/mud-suggestions/minor-stacking-improvement/</link><pubDate>Fri, 14 Oct 2005 19:33:52 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/minor-stacking-improvement/</guid><description>&lt;div class="post" data-post-id="9057" data-author="Avatar" data-date="2005-10-14T19:33:52+00:00" data-subject="Minor stacking improvement"&gt;&#13;&#10;&lt;p&gt;This is very minor, but could we get sidhe charms of the same sort to stack?&lt;/p&gt;&#10;&lt;p&gt;cloak (carried):&lt;/p&gt;&#10;&lt;p&gt;a sidhe charm of call followers&lt;/p&gt;&#10;&lt;p&gt;a sidhe charm of gate&lt;/p&gt;&#10;&lt;p&gt;a sidhe charm of restoration&lt;/p&gt;&#10;&lt;p&gt;a sidhe charm of gate&lt;/p&gt;&#10;&lt;p&gt;a sidhe charm of gate&lt;/p&gt;&#10;&lt;p&gt;a sidhe charm of gate&lt;/p&gt;&#10;&lt;p&gt;a sidhe charm of call followers&lt;/p&gt;&#10;&lt;p&gt;a sidhe charm of call followers&lt;/p&gt;&#10;&lt;p&gt;a sidhe charm of call followers&lt;/p&gt;&#10;&lt;p&gt;a sidhe charm of call followers&lt;/p&gt;&#10;&lt;p&gt;a sidhe charm of call followers&lt;/p&gt;&#10;&lt;p&gt;Thanks,&lt;/p&gt;&#10;&lt;p&gt;Charles&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>worn off wands</title><link>https://forum.slothmud.net/updates/mud-suggestions/worn-off-wands/</link><pubDate>Mon, 29 Aug 2005 13:16:43 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/worn-off-wands/</guid><description>&lt;div class="post" data-post-id="8467" data-author="Taki" data-date="2005-08-29T13:16:43+00:00" data-subject="worn off wands"&gt;&#13;&#10;&lt;p&gt;I think it would be helpful (also for avoiding pileing up junk in the mud) if worn off wands, staves and rods had a code that make em self destroy when they run off of spells.&lt;/p&gt;&#10;&lt;p&gt;You wave a xxx wand at mob&lt;/p&gt;&#10;&lt;p&gt;the mob is hit by the spell&lt;/p&gt;&#10;&lt;p&gt;the wand vanishes in a puff of blinding light&lt;/p&gt;&#10;&lt;p&gt;&amp;hellip;or something like that :)&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>fast and slow</title><link>https://forum.slothmud.net/updates/mud-suggestions/fast-and-slow/</link><pubDate>Fri, 12 Aug 2005 07:21:57 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/fast-and-slow/</guid><description>&lt;div class="post" data-post-id="8265" data-author="Falsra" data-date="2005-08-12T07:21:57+00:00" data-subject="fast and slow"&gt;&#13;&#10;&lt;p&gt;Hello everybody!&lt;/p&gt;&#10;&lt;p&gt;i do not play much nowdays, but got one spell idea :idea:&lt;/p&gt;&#10;&lt;p&gt;think we could name some mobs &amp;lsquo;fast&amp;rsquo; - those who has a decent amount&lt;/p&gt;&#10;&lt;p&gt;of attacks in one round ( say &amp;gt;4 ), and name other mobs &amp;lsquo;slow&amp;rsquo; ( attacks &amp;lt;=4 ).&lt;/p&gt;&#10;&lt;p&gt;since that what about &amp;lsquo;slow&amp;rsquo; spell that could affect only &amp;lsquo;fast&amp;rsquo; mobs and,&lt;/p&gt;&#10;&lt;p&gt;if successful, reduce amount of mob attacks by 1.&lt;/p&gt;&#10;&lt;p&gt;well, seems to be little overpower at first sight, but i think we could&lt;/p&gt;&#10;&lt;p&gt;tune spell duration, success rate, etc etc to bring some balance here&lt;/p&gt;&#10;&lt;p&gt;or even make this spell useless :twisted:&lt;/p&gt;&#10;&lt;p&gt;/falsra&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>LAG</title><link>https://forum.slothmud.net/updates/mud-suggestions/lag/</link><pubDate>Wed, 13 Jul 2005 08:34:03 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/lag/</guid><description>&lt;div class="post" data-post-id="7865" data-author="Taki" data-date="2005-07-13T08:34:03+00:00" data-subject="LAG"&gt;&#13;&#10;&lt;p&gt;Probably not saying anything new, but I thought to post it here, since shouts in game don&amp;rsquo;t do much more than annoying other players :)&lt;/p&gt;&#10;&lt;p&gt;Noticed that lag keeps getting worse with time from last boot (after 3 days it becomes bad, then it seems to worsen more and more).&lt;/p&gt;&#10;&lt;p&gt;But i also noticed that any time I or my group partner get a follower (undead or supplicant), the lag becomes awful.&lt;/p&gt;&#10;&lt;p&gt;Possible reasons of lag? Increasing junk left around? Very long lists in shops? Some flaw in followers code?&lt;/p&gt;&#10;&lt;p&gt;Maybe a scheduled boot every 3 days could help, or some change to shops so they junk part of the inventory every some hours (so they can also buy again). The Janitors, Sweepers etc are good to clean the street, but they might have a routine to dump their loot instead of keeping it in iventory?&lt;/p&gt;&#10;&lt;p&gt;Hope the Lag will soon be erased, since that is a monster that can ruin a game, and the mud&amp;hellip;&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Temple Lists</title><link>https://forum.slothmud.net/updates/mud-suggestions/temple-lists/</link><pubDate>Sat, 02 Jul 2005 00:31:08 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/temple-lists/</guid><description>&lt;div class="post" data-post-id="7720" data-author="12345" data-date="2005-07-02T00:31:08+00:00" data-subject="Temple Lists"&gt;&#13;&#10;&lt;p&gt;Was playing with list in the temples and had a few thoughts&amp;hellip;&lt;/p&gt;&#10;&lt;p&gt;Would it be possible to list which items are in use? I kinda hate praying for something that someone else is actively using. If I&amp;rsquo;m lower on sacs, it&amp;rsquo;s no big thing, it just tells me it&amp;rsquo;s in use. When I&amp;rsquo;m higher, I may be taking it from someone who needs it.&lt;/p&gt;&#10;&lt;p&gt;I would imagine it&amp;rsquo;s also possible to show who&amp;rsquo;s got the item and how many sacs they have, though I don&amp;rsquo;t know if that&amp;rsquo;d be a good idea or not.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>little annoying discoveries</title><link>https://forum.slothmud.net/updates/mud-suggestions/little-annoying-discoveries/</link><pubDate>Fri, 01 Jul 2005 06:02:28 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/little-annoying-discoveries/</guid><description>&lt;div class="post" data-post-id="7704" data-author="Taki" data-date="2005-07-01T06:02:28+00:00" data-subject="little annoying discoveries"&gt;&#13;&#10;&lt;p&gt;This is not a whining nor a critic, but I would like to know others&amp;rsquo; opinions about the subject.&lt;/p&gt;&#10;&lt;p&gt;Examples:&lt;/p&gt;&#10;&lt;p&gt;The bear in grymlyns area slayed Taki when he was level 8. Two rounds. No time to react. But in the outer room, the description mentioned something about blood trails or scattered bones, so that could be enough to make him be a bit more weary. My opinion: dangerous but appropriate.&lt;/p&gt;&#10;&lt;p&gt;In Judge temple, a fat scribe beated Taki to a bloody pulp in one round at level 20. (350-ish hp and AC -6.0). No clue of the danger in nearby rooms. The area is open to exploration: no gates or doors to open, no warnings around, and he is a fat scribe! Not a troll, warlock or whatever badf looking dude, a scribe. That was annoying&amp;hellip; had to log in a druid alt for cr for no apparent reason. My opinion: what the heck? How should one know about that? Smells of a brutal trap for clueless nOObs&amp;hellip;&lt;/p&gt;&#10;&lt;p&gt;The berserker: a wandering (?) mob who can ruin your day&amp;hellip; But at least that hits not too strong, and gives you the time to react in the way that better suits you (flee-recall-blast it). My opinion: quite dangerous but avoidable and the adrenaline rush is enjoyable (if you come back alive).&lt;/p&gt;&#10;&lt;p&gt;How many others think that the kind of the fat scribe mobs should be put in more clearly indicated &amp;lsquo;high risk&amp;rsquo; areas? Or at least should give a player the chance to react and flee?&lt;/p&gt;&#10;&lt;p&gt;Taki (growing some repulsion instinct vs fat scribes&amp;hellip;) :twisted:&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>book reading</title><link>https://forum.slothmud.net/updates/mud-suggestions/book-reading/</link><pubDate>Sat, 25 Jun 2005 13:10:07 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/book-reading/</guid><description>&lt;div class="post" data-post-id="7588" data-author="Weasel" data-date="2005-06-25T13:10:07+00:00" data-subject="book reading"&gt;&#13;&#10;&lt;p&gt;a suggestion.. change the note from&lt;/p&gt;&#10;&lt;p&gt;&amp;ldquo;You turn to the next page in a book of cleansing confessions &amp;hellip; there are no pages left.&amp;rdquo;&lt;/p&gt;&#10;&lt;p&gt;to&lt;/p&gt;&#10;&lt;p&gt;&amp;ldquo;You turn to the next page in a book of cleansing confessions &amp;hellip; this is the last page.&amp;rdquo;&lt;/p&gt;&#10;&lt;p&gt;The existing message kind of gives the impression you have finished reading it&amp;hellip;&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>On 'query' command</title><link>https://forum.slothmud.net/updates/mud-suggestions/on-query-command/</link><pubDate>Tue, 21 Jun 2005 07:46:42 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/on-query-command/</guid><description>&lt;div class="post" data-post-id="7394" data-author="Taki" data-date="2005-06-21T07:46:42+00:00" data-subject="On &amp;#x27;query&amp;#x27; command"&gt;&#13;&#10;&lt;p&gt;It would be nice to have an universal identifyer for any merchant, scribe, smith etc. for having the query command not reply constantly &amp;rsquo;there is no-one named like that here to serve you&amp;rsquo; or so&amp;hellip;&lt;/p&gt;&#10;&lt;p&gt;Even better it would be making query a general command with no need of a target npc:&lt;/p&gt;&#10;&lt;blockquote&gt;&lt;p&gt;query about 4.slice&lt;/p&gt;&#10;&lt;/blockquote&gt;&lt;p&gt;instead of&lt;/p&gt;&#10;&lt;blockquote&gt;&lt;p&gt;query Ruffledbreadmaker about 4.slice&lt;/p&gt;&#10;&lt;/blockquote&gt;&lt;p&gt;Please? :P&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="7395" data-author="madmax" data-date="2005-06-21T09:40:47+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;peddler, merchant, or shopkeeper would be good.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>add alignment rating to prompt</title><link>https://forum.slothmud.net/updates/mud-suggestions/add-alignment-rating-to-prompt/</link><pubDate>Tue, 24 May 2005 19:42:37 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/add-alignment-rating-to-prompt/</guid><description>&lt;div class="post" data-post-id="6481" data-author="Weasel" data-date="2005-05-24T19:42:37+00:00" data-subject="add alignment rating to prompt"&gt;&#13;&#10;&lt;p&gt;If we are stuck with the alignment bollox and nothing is going to be done about being able to use grace when evil (which is probably what will be the case based on history), can someone please add alignment to be able to be used as part of the prompt? (refer help prompt) ..the alignment messages themselves are a bit too long to use, so perhaps use a rating from 1 to 10 (or however many levels there are from max evil to max good). The reason is so I can write scripts so if, for example, I cast grace on myself, my script will look at my alignment rating and if I&amp;rsquo;m too evil it will send to the mud &amp;lsquo;cast bless&amp;rsquo; instead of &amp;lsquo;cast grace&amp;rsquo;, and that way I don&amp;rsquo;t lose mana for casting grace, and I don&amp;rsquo;t get extra lag while I have to then cast bless instead after a failed cast of grace.&lt;/p&gt;&#10;&lt;p&gt;Any thoughts about gracefeast as well? or is that also nerfed thanks to the new alignment scale.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>grace/bless spell down messages</title><link>https://forum.slothmud.net/updates/mud-suggestions/grace-bless-spell-down-messages/</link><pubDate>Sun, 22 May 2005 11:52:40 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/grace-bless-spell-down-messages/</guid><description>&lt;div class="post" data-post-id="6380" data-author="Weasel" data-date="2005-05-22T11:52:40+00:00" data-subject="grace/bless spell down messages"&gt;&#13;&#10;&lt;p&gt;Can we please have different spell down messages on bless / grace? The spell up message for each is different, but the spell down is the same. With the alignments being messed with, it seems most of the time I won&amp;rsquo;t be able to use grace, so I&amp;rsquo;d like to adjust triggers accordingly. Also, can the duration of bless be increased a little to be more in line with grace duration?&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>how about making all. more universal</title><link>https://forum.slothmud.net/updates/mud-suggestions/how-about-making-all-more-universal/</link><pubDate>Sat, 21 May 2005 12:19:34 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/how-about-making-all-more-universal/</guid><description>&lt;div class="post" data-post-id="6354" data-author="Blastem" data-date="2005-05-21T12:19:34+00:00" data-subject="how about making all. more universal"&gt;&#13;&#10;&lt;p&gt;How about making all. work more universally ie get all.scroll, drop all.food, give all.potion someone, sell all.note, get coins all.corpse etc. This could make life easier and also cut down the spam a bit instead of #10 give poison autolycos etc..&lt;/p&gt;&#10;&lt;p&gt;thanks&lt;/p&gt;&#10;&lt;p&gt;Blastem&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="6363" data-author="kjartan" data-date="2005-05-21T18:54:28+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;This is a good idea. But unfortunately sloth&amp;rsquo;s commands are implemented like MS-DOS and not like csh: each command has separate code for parsing its own arguments. That means that implementing this would require every such command to be changed. I could do three or four very commonly used ones; any suggestions?&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>fishing open for players?</title><link>https://forum.slothmud.net/updates/mud-suggestions/fishing-open-for-players/</link><pubDate>Mon, 16 May 2005 20:20:20 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/fishing-open-for-players/</guid><description>&lt;div class="post" data-post-id="6166" data-author="brand" data-date="2005-05-16T20:20:20+00:00" data-subject="fishing open for players?"&gt;&#13;&#10;&lt;p&gt;Ancient Dock&lt;/p&gt;&#10;&lt;p&gt;The old wooden dock extends approximately two hundred feet into the&lt;/p&gt;&#10;&lt;p&gt;stormy ocean. The boards of the dock are made of walnut and are scarred&lt;/p&gt;&#10;&lt;p&gt;fairly badly. The scrapes in the boards are deep and wide from fishermen&lt;/p&gt;&#10;&lt;p&gt;continually cutting up fish here. The dock leads off to the north.&lt;/p&gt;&#10;&lt;p&gt;Exits: North&lt;/p&gt;&#10;&lt;p&gt;An old man sits at the end of the pier catching all sorts of goodies.&lt;/p&gt;&#10;&lt;p&gt;I would murder this old man dead to fish here :idea: :twisted:&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>some Mage (a.k.a. Red Wizard needs food badly) skill ideas</title><link>https://forum.slothmud.net/updates/mud-suggestions/some-mage-a-k-a-red-wizard-needs-food-badly-skill-ideas/</link><pubDate>Thu, 12 May 2005 14:32:12 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/some-mage-a-k-a-red-wizard-needs-food-badly-skill-ideas/</guid><description>&lt;div class="post" data-post-id="6119" data-author="brand" data-date="2005-05-12T14:32:12+00:00" data-subject="some Mage (a.k.a. Red Wizard needs food badly) skill ideas"&gt;&#13;&#10;&lt;p&gt;so while i was fishing, i caught a fever for some mage skills (and a little cowbell)&amp;hellip;.&lt;/p&gt;&#10;&lt;p&gt;i really love the 2-1-2-1-2-1 as much as the next wizard but how about&lt;/p&gt;&#10;&lt;p&gt;Doublecast - this has been the staple of true monster stompers since i can remember. works like doublestab or whatever. and it really is fun to type. doublecast &amp;lsquo;magic missle&amp;rsquo; osric. doublecast &amp;lsquo;firewind&amp;rsquo; dog. wow i could do that all day. and it would only work for mage spells.&lt;/p&gt;&#10;&lt;p&gt;Identify Tome - wondering what that crazy spinning spellbook is for? i know i sure am. even though this is nothing more then an inverse &amp;lsquo;help gate&amp;rsquo; command it seems like it could be useful.&lt;/p&gt;&#10;&lt;p&gt;Ultima - yeah it&amp;rsquo;s bigger and badder then firewind. all that great blackness and multi-elemental stuff&amp;hellip;the pipe dream to end them all. i should have posted it on april 1st but if i wait another year i&amp;rsquo;ll forget about it.&lt;/p&gt;&#10;&lt;p&gt;brand :twisted: :idea:&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Some CLERIC skill ideas</title><link>https://forum.slothmud.net/updates/mud-suggestions/some-cleric-skill-ideas/</link><pubDate>Tue, 10 May 2005 13:42:03 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/some-cleric-skill-ideas/</guid><description>&lt;div class="post" data-post-id="6065" data-author="brand" data-date="2005-05-10T13:42:03+00:00" data-subject="Some CLERIC skill ideas"&gt;&#13;&#10;&lt;p&gt;so i was thinking of some cleric skill ideas and&amp;hellip;&lt;/p&gt;&#10;&lt;p&gt;Last Rites &amp;mdash; you know how bards can help a person to raise. how about a cleric tag team thing like in the exocist. a cleric would be able to pray over a body and give someone else a bonus to raise said body.&lt;/p&gt;&#10;&lt;p&gt;Shroud of Faith &amp;mdash; since we now have who we worship in score how about an area effect protection from evil (or something pc) that only affects anyone in the room who worships the same god. Balrog High School Football Rules!&lt;/p&gt;&#10;&lt;p&gt;brand :twisted: :idea:&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Some thief skill ideas</title><link>https://forum.slothmud.net/updates/mud-suggestions/some-thief-skill-ideas/</link><pubDate>Sun, 01 May 2005 20:29:35 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/some-thief-skill-ideas/</guid><description>&lt;div class="post" data-post-id="5894" data-author="brand" data-date="2005-05-01T20:29:35+00:00" data-subject="Some thief skill ideas"&gt;&#13;&#10;&lt;p&gt;i remember thinking some of these might be kool, used ideas ingame on a few of them but just in case what you think&amp;hellip;&lt;/p&gt;&#10;&lt;ol&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;identify key - lets thief know what area a key can be used in maybe even what door&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;detect wealth - tells thief if target is carrying alot of cash on them.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;ex. Brand (gold aura)&lt;/p&gt;&#10;&lt;pre&gt;&lt;code&gt; Osric (copper aura)&#13;&#10;&#13;&#10; Corwin (lead aura)&#13;&#10;&lt;/code&gt;&lt;/pre&gt;&#10;&lt;p&gt;or something besides killing target to let you know how much gold is on them&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Supplication</title><link>https://forum.slothmud.net/updates/mud-suggestions/supplication/</link><pubDate>Fri, 01 Apr 2005 13:03:35 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/supplication/</guid><description>&lt;div class="post" data-post-id="5356" data-author="benq2" data-date="2005-04-01T13:03:35+00:00" data-subject="Supplication"&gt;&#13;&#10;&lt;p&gt;Is it possible to get the supplicants to have the name of the caster in its keywords, similar to how spirit watcher is done with its custom name? would help a lot if grouped and there are 3 or so peri&amp;rsquo;s you need to&lt;/p&gt;&#10;&lt;p&gt;order peri report&lt;/p&gt;&#10;&lt;p&gt;order 2.peri report&lt;/p&gt;&#10;&lt;p&gt;order 3.peri report&lt;/p&gt;&#10;&lt;p&gt;.. etc&lt;/p&gt;&#10;&lt;p&gt;for example, spirit watcher shows ::&lt;/p&gt;&#10;&lt;p&gt;names satan&lt;/p&gt;&#10;&lt;p&gt;Satan the homunculus is referred to by the words &amp;lsquo;satan watcher spirit homunculus&amp;rsquo;.&lt;/p&gt;&#10;&lt;p&gt;for supplicants maybe we could get::&lt;/p&gt;&#10;&lt;p&gt;names peri&lt;/p&gt;&#10;&lt;p&gt;&amp;lsquo;peri supplicant benq&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;this way you can just &amp;lsquo;order peri-benq report&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;dunno just an idea&amp;hellip;&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Question about maps....</title><link>https://forum.slothmud.net/updates/mud-suggestions/question-about-maps/</link><pubDate>Thu, 17 Mar 2005 09:48:04 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/question-about-maps/</guid><description>&lt;div class="post" data-post-id="5129" data-author="achazia" data-date="2005-03-17T09:48:04+00:00" data-subject="Question about maps...."&gt;&#13;&#10;&lt;p&gt;Hi!&lt;/p&gt;&#10;&lt;p&gt;I have been thinking about the maps on the webpage.&lt;/p&gt;&#10;&lt;p&gt;IsnÂ´t all &amp;ldquo;rooms&amp;rdquo; in the mud in an sql database? Then maybe there is a way to &amp;ldquo;automate&amp;rdquo; the map-making through php and the gd-lib? That&lt;/p&gt;&#10;&lt;p&gt;would be a nice thing, then all maps would automatically be updated&lt;/p&gt;&#10;&lt;p&gt;when an area is updated.&lt;/p&gt;&#10;&lt;p&gt;Just a thought&amp;hellip;. :wink:&lt;/p&gt;&#10;&lt;p&gt;/Achazia&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="5131" data-author="Alberich" data-date="2005-03-17T10:01:32+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;maps are created by the players, not the mud, so they are updated whenever someone gets motivated to re-walk and re-map it.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Gambling and arena?</title><link>https://forum.slothmud.net/updates/mud-suggestions/gambling-and-arena/</link><pubDate>Thu, 17 Mar 2005 09:42:29 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/gambling-and-arena/</guid><description>&lt;div class="post" data-post-id="5127" data-author="achazia" data-date="2005-03-17T09:42:29+00:00" data-subject="Gambling and arena?"&gt;&#13;&#10;&lt;p&gt;Hi!&lt;/p&gt;&#10;&lt;p&gt;A fun thing I think should be added are gambling-areas where you could&lt;/p&gt;&#10;&lt;p&gt;gamble for money or maybe even equipment?&lt;/p&gt;&#10;&lt;p&gt;And another thing&amp;hellip;Arenas where you can fight monster getting tougher and tougher and the higher you reach the better money or equipment&lt;/p&gt;&#10;&lt;p&gt;you win?&lt;/p&gt;&#10;&lt;p&gt;Maybe two stupid things&amp;hellip;but it could be fun&amp;hellip;.&lt;/p&gt;&#10;&lt;p&gt;/Achazia&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="5132" data-author="Vixn" data-date="2005-03-17T10:02:05+00:00" data-subject="Re: Gambling and arena?"&gt;&#13;&#10;&lt;p&gt;Hi!&lt;/p&gt;&#10;&lt;p&gt;A fun thing I think should be added are gambling-areas where you could&lt;/p&gt;&#10;&lt;p&gt;gamble for money or maybe even equipment? /Achazia[/quote:2x4h9fiz]&lt;/p&gt;&#10;&lt;p&gt;Have you ever been at Clipper? There were some sort of casino..&lt;/p&gt;&#10;&lt;p&gt;And another thing&amp;hellip;Arenas where you can fight monster getting tougher and tougher and the higher you reach the better money or equipment&lt;/p&gt;&#10;&lt;p&gt;/Achazia[/quote:2x4h9fiz]&lt;/p&gt;&#10;&lt;p&gt;Looks like Sloth3 itself :)&lt;/p&gt;&#10;&lt;p&gt;Dont you fight mobs and pop eq? Try, it&amp;rsquo;s fun.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Crash Last Night</title><link>https://forum.slothmud.net/updates/mud-suggestions/crash-last-night/</link><pubDate>Tue, 15 Mar 2005 07:31:23 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/crash-last-night/</guid><description>&lt;div class="post" data-post-id="5064" data-author="benq2" data-date="2005-03-15T07:31:23+00:00" data-subject="Crash Last Night"&gt;&#13;&#10;&lt;p&gt;Most of you will probably think its silly, but it never hurts to ask..&lt;/p&gt;&#10;&lt;p&gt;last nite before crash, I was holding someones corpse. This corpse was in a pack. I was in the middle of an eq change when the mud actually crashed. The end result was that all the eq from the corpse was in my inventory (not in pack), mixed in with my regen eq. needless to say, it took a bit to sort out.&lt;/p&gt;&#10;&lt;p&gt;that and the fact that 20 mins earlier i had read necrology to max and&lt;/p&gt;&#10;&lt;p&gt;when mud came back it was back down to before reading. =/&lt;/p&gt;&#10;&lt;p&gt;Is it possible that instead of the mud just dump the corpse eq into my inventory that maybe it logs what it did or puts a token of some sort to let the imms know to restore the pc&amp;rsquo;s corpse to the pc?&lt;/p&gt;&#10;&lt;p&gt;just my 2 cents.&lt;/p&gt;&#10;&lt;p&gt;-Q&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Aging suggestion</title><link>https://forum.slothmud.net/updates/mud-suggestions/aging-suggestion/</link><pubDate>Sun, 13 Mar 2005 06:34:48 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/aging-suggestion/</guid><description>&lt;div class="post" data-post-id="5011" data-author="Best" data-date="2005-03-13T06:34:48+00:00" data-subject="Aging suggestion"&gt;&#13;&#10;&lt;p&gt;Let&amp;rsquo;s make aging the way it was five years ago, dependent on MUD years passed since the character creation. This will make -age spell and youth potions useful again, and will overall improve the world&amp;rsquo;s economics.&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="5012" data-author="Alberich" data-date="2005-03-13T06:49:59+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;so if you can only log in for a little bit every day, you get to spend the whole time splorking mobs for poy cps, or spend all your drach buying &amp;rsquo;em at weaver? yeah&amp;hellip; that sounds like alot of fun to me&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Race system</title><link>https://forum.slothmud.net/updates/mud-suggestions/race-system/</link><pubDate>Sun, 06 Mar 2005 21:44:32 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/race-system/</guid><description>&lt;div class="post" data-post-id="4823" data-author="Falados" data-date="2005-03-06T21:44:32+00:00" data-subject="Race system"&gt;&#13;&#10;&lt;p&gt;Yes R A C E (prepares to be flamed)&amp;hellip;&lt;/p&gt;&#10;&lt;p&gt;Class should be implemented, thus allow factors such as if ur an elf, ur max dex/int could be 19/19, but ur max con would be reduced to 16&amp;hellip; and etc&amp;hellip; this would also allow for race only item, like dwarfs would be the ones using those -height items :)&amp;hellip;. And giving halfling of a fat chance in using heavy twin swords&amp;hellip;etc.etc&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Mob ordering</title><link>https://forum.slothmud.net/updates/mud-suggestions/mob-ordering/</link><pubDate>Thu, 10 Feb 2005 05:49:39 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/mob-ordering/</guid><description>&lt;div class="post" data-post-id="4311" data-author="Terin" data-date="2005-02-10T05:49:39+00:00" data-subject="Mob ordering"&gt;&#13;&#10;&lt;p&gt;Would it be possible to change it so that when mobs enter a room, they are placed at the bottom of the list of mobs instead of the top?&lt;/p&gt;&#10;&lt;p&gt;It erks me when I&amp;rsquo;m fighting a mob, stun it, then go to kill it and end up fighting a fresh mob. It would seem to make more sense to have the current mob be on top so that when you type in kill &lt;mobname&gt; it attacks the one you&amp;rsquo;ve been fighting, no?&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Con +Mob Health</title><link>https://forum.slothmud.net/updates/mud-suggestions/con-mob-health/</link><pubDate>Tue, 08 Feb 2005 19:04:26 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/con-mob-health/</guid><description>&lt;div class="post" data-post-id="4224" data-author="Terin" data-date="2005-02-08T19:04:26+00:00" data-subject="Con +Mob Health"&gt;&#13;&#10;&lt;p&gt;So im fighting something and wanna quickly check the health of the mob. To my understanding the only way to do this is by Looking at them. Of course when you do this its kind of hard to see the mobs health with all the battle text going on, and on my client at least the text color blends in.&lt;/p&gt;&#10;&lt;p&gt;My suggestion is to also add health to the Consider command. This would make it a appear as follows:&lt;/p&gt;&#10;&lt;p&gt;con servant&lt;/p&gt;&#10;&lt;p&gt;You would need some luck!&lt;/p&gt;&#10;&lt;p&gt;A servant of Blaster is in excellent condition.&lt;/p&gt;&#10;&lt;p&gt;Hope you guys like the idea, and I&amp;rsquo;ll look forward to reading the replies. ^_^&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Site map</title><link>https://forum.slothmud.net/updates/mud-suggestions/site-map/</link><pubDate>Sat, 29 Jan 2005 01:01:25 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/site-map/</guid><description>&lt;div class="post" data-post-id="4021" data-author="impz" data-date="2005-01-29T01:01:25+00:00" data-subject="Site map"&gt;&#13;&#10;&lt;p&gt;Anyone thinks a site map for our website would help the new comers to see all the features easier. I was curious because when i entered any new site, the first thing i would do is to click on site map to navigate my way easier.&lt;/p&gt;&#10;&lt;p&gt;Since we are starting to get a good flow of newbies coming to slothmud, it would probably be good if we have a site map to aid them along at the initial stages of navigating our webby. Considering we do have a substantial amount of information, it could be good as a nice addition to the menu.&lt;/p&gt;&#10;&lt;p&gt;Just a idea after i took some silly web design courses and realise that site maps do help quite a bit. :)&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Clans</title><link>https://forum.slothmud.net/updates/mud-suggestions/clans/</link><pubDate>Thu, 27 Jan 2005 13:54:37 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/clans/</guid><description>&lt;div class="post" data-post-id="3979" data-author="12345" data-date="2005-01-27T13:54:37+00:00" data-subject="Clans"&gt;&#13;&#10;&lt;p&gt;Since we&amp;rsquo;re attracting newbies&amp;hellip;&lt;/p&gt;&#10;&lt;p&gt;Players from other muds might be interested in clans. Partly because on some muds clans are very easy to join and give items/slills/abilities/races/etc to their members that make the game loads easier to play.&lt;/p&gt;&#10;&lt;p&gt;Sloth doesn&amp;rsquo;t take this approach to clans. Temples perhaps, but not clans. However, there is no webpage or help file with clan info, etc. It might be nice if we had a clan board or some such where clan leaders could describe their clan, requirements for joining, if applicants can apply or must be invited, etc.&lt;/p&gt;&#10;&lt;p&gt;Just a thought.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>random autoquests idea</title><link>https://forum.slothmud.net/updates/mud-suggestions/random-autoquests-idea/</link><pubDate>Mon, 24 Jan 2005 10:50:55 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/random-autoquests-idea/</guid><description>&lt;div class="post" data-post-id="3912" data-author="Falsra" data-date="2005-01-24T10:50:55+00:00" data-subject="random autoquests idea"&gt;&#13;&#10;&lt;p&gt;I saw this things were implemented in some muds.&lt;/p&gt;&#10;&lt;p&gt;The idea is each continent has quester ( scribe f.e. ) for random&lt;/p&gt;&#10;&lt;p&gt;autoquests. A player can come to a quester and ask him about random&lt;/p&gt;&#10;&lt;p&gt;autoquest.&lt;/p&gt;&#10;&lt;p&gt;Quester picks a random task from a long tasklist based on the player level&lt;/p&gt;&#10;&lt;p&gt;( 1x40, 2x40, etc ) and offer player to complete this task during a&lt;/p&gt;&#10;&lt;p&gt;defined period of time ( 10 minutes? ). Player may undertake or not, but&lt;/p&gt;&#10;&lt;p&gt;next time player will be able to ask about random autoquest only in NN&lt;/p&gt;&#10;&lt;p&gt;minutes ( 30 minutes? ).&lt;/p&gt;&#10;&lt;p&gt;The tasks may be various, for example, quester offers to kill a certain&lt;/p&gt;&#10;&lt;p&gt;mob on currect continent ( player might have solve a little puzzle to figure&lt;/p&gt;&#10;&lt;p&gt;out which mob required ). Also quester may ask player to bring him a&lt;/p&gt;&#10;&lt;p&gt;certain item, or number of items ( remember slices quests ? :).&lt;/p&gt;&#10;&lt;p&gt;Reward depends on the task level ( easy,medium, hard, impossible :) and&lt;/p&gt;&#10;&lt;p&gt;player may gains xp, gold, maybe 1-2 drachmas, + ( for fun ) random&lt;/p&gt;&#10;&lt;p&gt;items like kachina catches items for its owner.&lt;/p&gt;&#10;&lt;p&gt;The main idea of random autoquests is not to offer players another way&lt;/p&gt;&#10;&lt;p&gt;to gain lot of xps and gold ( with the rule one autoquest in 30 minutes it is&lt;/p&gt;&#10;&lt;p&gt;hard to get decent xp,gold ), but offer players some entertainment with&lt;/p&gt;&#10;&lt;p&gt;a chance to gain some drachmas and, may be, a decent item.&lt;/p&gt;&#10;&lt;p&gt;/falsra&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>interrupt command</title><link>https://forum.slothmud.net/updates/mud-suggestions/interrupt-command/</link><pubDate>Fri, 17 Dec 2004 23:11:08 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/interrupt-command/</guid><description>&lt;div class="post" data-post-id="3395" data-author="dezakin" data-date="2004-12-17T23:11:08+00:00" data-subject="interrupt command"&gt;&#13;&#10;&lt;p&gt;How bout a command that interrupts all the commands on the que and dumps them&amp;hellip; for instance:&lt;/p&gt;&#10;&lt;p&gt;#8 kick&lt;/p&gt;&#10;&lt;p&gt;hmm crap hp is getting low&lt;/p&gt;&#10;&lt;p&gt;interrupt;recite recall&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="3398" data-author="madmax" data-date="2004-12-18T00:51:39+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;I think you are more talking about a client command. The mud dosent recognize #8, only kick.&lt;/p&gt;&#10;&lt;p&gt;Madmax&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="3399" data-author="blackmore" data-date="2004-12-18T01:36:36+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;This would mostly depend on how your client is written whether it would even work on the client or not, but most likely it won&amp;rsquo;t.&lt;/p&gt;&#10;&lt;p&gt;If you type #8 kick, meaning kick 8 times, your client sends the command &amp;lsquo;kick&amp;rsquo; 8 times. If you then type interrupt, it&amp;rsquo;s too late - you&amp;rsquo;ve already sent 8 kicks to the server, it&amp;rsquo;s just waiting for the commands to make it through. From that point, it&amp;rsquo;s too late to stop anything because it&amp;rsquo;s all in the server&amp;rsquo;s queue waiting for its turn to be processed.&lt;/p&gt;&#10;&lt;p&gt;From the server, there would have to be some command that takes precedence over all other commands, no matter how many have been queued up, and I&amp;rsquo;m betting this is much harder than you would imagine, if not completely impossible.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Druid forms suggestion</title><link>https://forum.slothmud.net/updates/mud-suggestions/druid-forms-suggestion/</link><pubDate>Sat, 27 Nov 2004 15:11:23 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/druid-forms-suggestion/</guid><description>&lt;div class="post" data-post-id="3064" data-author="Alexdmage" data-date="2004-11-27T15:11:23+00:00" data-subject="Druid forms suggestion"&gt;&#13;&#10;&lt;p&gt;How about making an animal clans system for druids? I suggest making a 3x40 body item (like Shroud of Ancient Druid 0 AC +1 hpreg +1mareg +mvregen) AND a bunch of different forged shiftable clasps which can be only attached to this armor, cannot be detached and give some bonuses to a corresponding form. Bonuses can be the same for all forms (like +1% hp for each 2 levels above form level - so 5x40 will receive 20% bonus to dragon, 39% bonus to ferret and no bonus for piasa) or can differ from form to form (ferret don&amp;rsquo;t need many hp, hehe, but mv regen would help). We can even unite some forms in one clan - Snake Clan can include Asp, Cobra and possibly Naga, same with spiders, dragons, birds, etc.&lt;/p&gt;&#10;&lt;p&gt;Also, since all 3x40 items have bonuses that could be used by all classes, those clasps can give bonuses for human form as well - like spellbonus for dragon clan, +stab dam for snakes, perma Stone/Iron Skin for trees :) and so on.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Druid spells suggestion</title><link>https://forum.slothmud.net/updates/mud-suggestions/druid-spells-suggestion/</link><pubDate>Sat, 27 Nov 2004 15:09:17 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/druid-spells-suggestion/</guid><description>&lt;div class="post" data-post-id="3063" data-author="Alexdmage" data-date="2004-11-27T15:09:17+00:00" data-subject="Druid spells suggestion"&gt;&#13;&#10;&lt;p&gt;Druids got some direct damage spells, but they are way too worthless right now. My suggestion - make more such spells, make them stronger, but add a requirement to casting them based on room type. For instance - make spell like Sonic Blast which would work underwater only. Or make a spell that would only work if room is ON FIRE, or FREEZING, or have not much air, etc. Weather condition can be counted too. (Anyway where could avalanche come from in the city in the middle of summer?)&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Shopkeepers</title><link>https://forum.slothmud.net/updates/mud-suggestions/shopkeepers/</link><pubDate>Wed, 24 Nov 2004 20:40:30 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/shopkeepers/</guid><description>&lt;div class="post" data-post-id="3041" data-author="12345" data-date="2004-11-24T20:40:30+00:00" data-subject="Shopkeepers"&gt;&#13;&#10;&lt;p&gt;Idea for reboots. Reboots are necessary for clearing mob hated lists, cleaning junk off the ground, restocking shopkeeper cash supplies, ect.&lt;/p&gt;&#10;&lt;p&gt;The main thing I don&amp;rsquo;t like about reboots is that it clears shopkeeper inventories. Most folks that have a few characters don&amp;rsquo;t care, but being able to buy equipment from the various shops is a huge bonus to a newbie type who could really use those spiked boots, pearl of the rising tide or mithril axe.&lt;/p&gt;&#10;&lt;p&gt;Shopkeepers have a max number of each item they&amp;rsquo;re willing to carry, and we wouldn&amp;rsquo;t want to impede player&amp;rsquo;s abilities to sell things to the shops. However, it would seem useful if 1 or 2 copies of a few items in each shopkeeper&amp;rsquo;s inventory carried over from crashes/reboots. Would provide a little variation to shopkeeper&amp;rsquo;s inventories and and shops like the auction house wouldn&amp;rsquo;t load completely empty. And it might help out a newbie or two.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>spirit watchers</title><link>https://forum.slothmud.net/updates/mud-suggestions/spirit-watchers/</link><pubDate>Sun, 21 Nov 2004 15:36:22 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/spirit-watchers/</guid><description>&lt;div class="post" data-post-id="2930" data-author="Weasel" data-date="2004-11-21T15:36:22+00:00" data-subject="spirit watchers"&gt;&#13;&#10;&lt;p&gt;A suggestion.. if I have more than one spirit watcher active, it would be helpful if instead of saying:&lt;/p&gt;&#10;&lt;p&gt;&amp;ldquo;Weasel&amp;rsquo;s homunculus tells you &amp;lsquo;I sense your target is coming, sir.&amp;rsquo;&amp;rdquo;&lt;/p&gt;&#10;&lt;p&gt;it would instead actually tell you which one of my watchers is telling me that.. maybe by using the name of that particular watcher. I know once the mob repops it will tell you with the message (for example):&lt;/p&gt;&#10;&lt;p&gt;&amp;ldquo;Weasel&amp;rsquo;s homunculus tells you &amp;lsquo;I&amp;rsquo;ve found Narmer in House of the Paladin, sir!&amp;rsquo;&amp;rdquo;&lt;/p&gt;&#10;&lt;p&gt;but you get my point, right?&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>about mountability</title><link>https://forum.slothmud.net/updates/mud-suggestions/about-mountability/</link><pubDate>Tue, 16 Nov 2004 15:15:38 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/about-mountability/</guid><description>&lt;div class="post" data-post-id="2892" data-author="Alexdmage" data-date="2004-11-16T15:15:38+00:00" data-subject="about mountability"&gt;&#13;&#10;&lt;p&gt;C&amp;rsquo;mon, give the ability to be mounted to big druid shapes!&lt;/p&gt;&#10;&lt;p&gt;Anyway, shapeshifting works best if there is someone who can damn/blind/web mob and heal you, even if that someone do not enters fight. So let him be riding :) . Just imagine - huge fierce dragon and a beautiful female bard/cleric on his back - it&amp;rsquo;s a classic picture :) . Seriously, I don&amp;rsquo;t see any reason why this can&amp;rsquo;t be done. Surely, right now there are some bugs when tranportation spells are used while mounted, but that needs to be fixed anyway. And if you don&amp;rsquo;t want for someone to mount you against your will you can allow mounting only to a person you follow. If that was me I would give mountability to form starting from Roc or even Griffon, leaving Crocodile and Naga (mythic forms probably should be left unmountable too - I mean if equanimity doesn&amp;rsquo;t work with them, why would they allow someone on their back?).&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>hm, new warrior skill</title><link>https://forum.slothmud.net/updates/mud-suggestions/hm-new-warrior-skill/</link><pubDate>Mon, 15 Nov 2004 16:50:22 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/hm-new-warrior-skill/</guid><description>&lt;div class="post" data-post-id="2844" data-author="Alexdmage" data-date="2004-11-15T16:50:22+00:00" data-subject="hm, new warrior skill"&gt;&#13;&#10;&lt;p&gt;Now warriors received yet another skill, Bloodrage&amp;hellip; It seems that this skill have some similarities to spectral shield; I mean, if spectral will use a spells that deal damage to give you mana to spend on your own spells (probably healing) then this skill uses normal attacks that deal damage to regen your hp faster (or it gives mareg too?). Kind of prove that all skills have some sort of analog using the same principle.&lt;/p&gt;&#10;&lt;p&gt;If so then how about making a skill/spell that would work like wraithform but for spells? As far as i can understand wraithform forces mob to roll twice (or more) against players AC, and attack hits only if all rolls was successful. Saves works like AC but for spells, with one difference that high level players are failing save rarely. Then my suggestion - made it a skill/spell that forces a player to roll saves twice (or more) and if all saves are made, then player is unaffected by spell entirely instead of just taking half damage. Monks and probably Mages are most suitable classes to be given such skill/spell IMHO. In case of Monks it can be a skill like Empty Body, which will allow magical energies to pass through you, while in case of Mages some kind of auto-dispelling incoming spells (probably consuming normal dispel cost for each magical attack) would work.&lt;/p&gt;&#10;&lt;p&gt;OR we can make an analog for protect skill, making user redirect magical attacks thrown on protected person to user himself. (would be nice for necros, who got their spectral quite nerfed, even if it can be cast in combat now&amp;hellip; such thing will increase usage of spectral in groups much more then just allowance of combat-casting)&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>some more suggestions</title><link>https://forum.slothmud.net/updates/mud-suggestions/some-more-suggestions/</link><pubDate>Sat, 13 Nov 2004 11:51:54 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/some-more-suggestions/</guid><description>&lt;div class="post" data-post-id="2809" data-author="Alexdmage" data-date="2004-11-13T11:51:54+00:00" data-subject="some more suggestions"&gt;&#13;&#10;&lt;p&gt;It would be nice if we could somehow sense usage of magical transportation spells in the area. (gate, teleport, etc)&lt;/p&gt;&#10;&lt;p&gt;Ppl using many eq sets are really spamming when they start to put their eq in container. My suggestion - make it possible to put &lt;em&gt;labels&lt;/em&gt; on eq adding user defined keyword to them. It could be a spell or a new shop. Then all they will have to do is &lt;em&gt;put all.manaset in robe&lt;/em&gt; which is not nearly as spamming as putting items one by one.&lt;/p&gt;&#10;&lt;p&gt;If you don&amp;rsquo;t want to give monks additional bonuses for not using shields, then at least make flurry always active when not using shield (if learned of course).&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Little fix</title><link>https://forum.slothmud.net/updates/mud-suggestions/little-fix/</link><pubDate>Wed, 10 Nov 2004 19:49:58 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/little-fix/</guid><description>&lt;div class="post" data-post-id="2757" data-author="Viator" data-date="2004-11-10T19:49:58+00:00" data-subject="Little fix"&gt;&#13;&#10;&lt;p&gt;&amp;lt;627hp 126ma 65mv&amp;gt;&lt;/p&gt;&#10;&lt;p&gt;A firenewt guard misses you with his claw.&lt;/p&gt;&#10;&lt;p&gt;A firenewt worker misses you with his pound.&lt;/p&gt;&#10;&lt;p&gt;You slash a firenewt guard extremely hard.&lt;/p&gt;&#10;&lt;p&gt;A firenewt guard charges and bashes into you!&lt;/p&gt;&#10;&lt;p&gt;Viator staggers.&lt;/p&gt;&#10;&lt;p&gt;You stagger but manage to keep your feet.&lt;/p&gt;&#10;&lt;p&gt;&amp;lsquo;Viator staggers&amp;rsquo; is unnecessary here. Or not?&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="2762" data-author="kjartan" data-date="2004-11-11T02:25:17+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;Thanks. I&amp;rsquo;ll fix that.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Some spells suggestions.</title><link>https://forum.slothmud.net/updates/mud-suggestions/some-spells-suggestions/</link><pubDate>Mon, 08 Nov 2004 12:47:56 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/some-spells-suggestions/</guid><description>&lt;div class="post" data-post-id="2674" data-author="Alexdmage" data-date="2004-11-08T12:47:56+00:00" data-subject="Some spells suggestions."&gt;&#13;&#10;&lt;p&gt;Our immortals seem to be in the mood to make some changes and additions to a mud, so i decided to make some more random suggestions on spells and skills.&lt;/p&gt;&#10;&lt;ol&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;Low level mage spells Chill Touch, Burning Hands and Shocking Grasp. All this attacks are made by performing a touch, so it would be nice if at higher levels there would be a spell that will add them as a proc to unarmed attacks made by caster. It would be useful when fighting mobs that require proc weapon to be defeated or even more usefull if a caster have monk in classo. This could be made by creating a magical weapon like spiritual hammer, that allow usage of monks skills like flurry and strike. Adding Vampiric Touch as a proc would probably be an overpower tho.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;Raise Dead. There are no abilities except Raise Dead that can be used by only one class. You was talking about increasing gropability of Ne and Dr class, then give one of them an analog of this spell! If you give it to Necro, you can make it a flawed version or Raise Dead, afflicting raised player with weaken or disease or something. (lepricosy disease looks bad&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;enough imho) If you give it to Druid (some kind of Regrowth) you can make it work like death pact, or just increase players hp, making it harder to raise a player with -623 hp then with -11 hp.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Possible Warrior Skills</title><link>https://forum.slothmud.net/updates/mud-suggestions/possible-warrior-skills/</link><pubDate>Tue, 02 Nov 2004 15:51:57 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/possible-warrior-skills/</guid><description>&lt;div class="post" data-post-id="2529" data-author="12345" data-date="2004-11-02T15:51:57+00:00" data-subject="Possible Warrior Skills"&gt;&#13;&#10;&lt;p&gt;Since I&amp;rsquo;m thinking on weapons&amp;hellip;.&lt;/p&gt;&#10;&lt;p&gt;There&amp;rsquo;s been a genuine effort to 1) give warriors more skills and 2) make normal weapons compete with proc weapons. Along those lines, I offer the following:&lt;/p&gt;&#10;&lt;p&gt;Skill Off-Hand Attack: Allows you to remove shield and wield a second weapon. Weapon must be a backstab weapon (can&amp;rsquo;t think of another way to assure using a &amp;lsquo;smaller&amp;rsquo; weapon in off-hand). Neither weapon can be two-handed or be a proc weapon. Cannot stab with the stabbing weapon (at least not without severe penalties, it&amp;rsquo;s your off-hand). Bonuses for each weapon would need to be calculated independantly. Attacks with off-handed weapon are done at a penalty. Allows an additional attack in primarily non-tank situtations.&lt;/p&gt;&#10;&lt;p&gt;Skill Florentine Fighting: Same as above, only both hands must carry the SAME weapon. Allows you to upgrade the weapon in your off hand to a larger, more damaging weapon.&lt;/p&gt;&#10;&lt;p&gt;Skill Off-Handed Mastery (optional/Avatar?): Removes the penalty to your off-hand.&lt;/p&gt;&#10;&lt;p&gt;Something to kick around. Suggestions/improvements/criticism/flames appreciated.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Weapon Related Stuff</title><link>https://forum.slothmud.net/updates/mud-suggestions/weapon-related-stuff/</link><pubDate>Tue, 02 Nov 2004 13:05:45 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/weapon-related-stuff/</guid><description>&lt;div class="post" data-post-id="2525" data-author="12345" data-date="2004-11-02T13:05:45+00:00" data-subject="Weapon Related Stuff"&gt;&#13;&#10;&lt;p&gt;Weapons are becoming more in depth lately. For instance, two-handed weapons get increased bonuses, some weapons proc, and other are just weapons. (Did I also hear something about warriors and blunted weapons?)&lt;/p&gt;&#10;&lt;p&gt;Would it be possible to create an improved identify scroll or something similar? Basically looking for something that would identify procs. Such as the effect and/or approximate damage/damage type and percent chance of firing. A help file on the different weapon types and bonuses might also be useful.&lt;/p&gt;&#10;&lt;p&gt;Or perhaps such things already exist and I&amp;rsquo;m just silly? :D&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Sniffing Corpses,</title><link>https://forum.slothmud.net/updates/mud-suggestions/sniffing-corpses/</link><pubDate>Mon, 18 Oct 2004 07:05:04 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/sniffing-corpses/</guid><description>&lt;div class="post" data-post-id="2365" data-author="Nascosto" data-date="2004-10-18T07:05:04+00:00" data-subject="Sniffing Corpses,"&gt;&#13;&#10;&lt;p&gt;OK, kind of a weird idea, but anyway &amp;ndash;&lt;/p&gt;&#10;&lt;p&gt;I think it would be neat if druids when shifted as dogs (or any other animal with heightened smell) could sniff a corpse and tell who had killed it.&lt;/p&gt;&#10;&lt;p&gt;something like -&lt;/p&gt;&#10;&lt;p&gt;sniff corpse&lt;/p&gt;&#10;&lt;p&gt;The scent of [whoever] is strong on the corpse of a rat.&lt;/p&gt;&#10;&lt;p&gt;:)&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>An item of type scabbard</title><link>https://forum.slothmud.net/updates/mud-suggestions/an-item-of-type-scabbard/</link><pubDate>Sat, 09 Oct 2004 07:12:48 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/an-item-of-type-scabbard/</guid><description>&lt;div class="post" data-post-id="2231" data-author="dezakin" data-date="2004-10-09T07:12:48+00:00" data-subject="An item of type scabbard"&gt;&#13;&#10;&lt;p&gt;It would be nice if there was an item that worked like a container that could only hold one weapon that was a belt or body clasp such that you could put or remove a weapon in the &amp;lsquo;scabbard&amp;rsquo; while it was worn, so that you can have several ready weapons without worrying about pthieves yanking your eq in regular combat&amp;hellip;&lt;/p&gt;&#10;&lt;p&gt;For example, stab, switch is pretty common for thieves that arent prime&amp;hellip;&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>NTP</title><link>https://forum.slothmud.net/updates/mud-suggestions/ntp/</link><pubDate>Fri, 01 Oct 2004 11:25:42 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/ntp/</guid><description>&lt;div class="post" data-post-id="2093" data-author="Falsra" data-date="2004-10-01T11:25:42+00:00" data-subject="NTP"&gt;&#13;&#10;&lt;p&gt;It would be nice if you start running NTP.&lt;/p&gt;&#10;&lt;p&gt;We could get rid off calculating time delta between local pc time and&lt;/p&gt;&#10;&lt;p&gt;mud server time in our scripts.&lt;/p&gt;&#10;&lt;p&gt;not a big deal but still less things to code :)&lt;/p&gt;&#10;&lt;p&gt;thx&lt;/p&gt;&#10;&lt;p&gt;/falsra&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>SM SC ST SW [AND]</title><link>https://forum.slothmud.net/updates/mud-suggestions/sm-sc-st-sw-and/</link><pubDate>Wed, 29 Sep 2004 18:40:32 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/sm-sc-st-sw-and/</guid><description>&lt;div class="post" data-post-id="2077" data-author="Ender" data-date="2004-09-29T18:40:32+00:00" data-subject="SM SC ST SW [AND]"&gt;&#13;&#10;&lt;p&gt;Was running over the equipment list and was actually kind of surprised how often I tripped over this restriction, or something very close to it. Seems odd that with all the new classes we should still have some of the best equipment in the game restricted to only the original classes.&lt;/p&gt;&#10;&lt;p&gt;In the case of this particular restriction, it seems easy enough to change the restricts to NAv, or maybe something like NAv SW[AND] if you wanted to keep it restricted from quad casters. I don&amp;rsquo;t think we have a restriction for 4x40 (which is very close to NAv), but even one for 3x40 SW [AND] is a little better than this, if less restrictive.&lt;/p&gt;&#10;&lt;p&gt;Either way, was curious for thoughts on the topic.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Suggestions on some skills/spells</title><link>https://forum.slothmud.net/updates/mud-suggestions/suggestions-on-some-skills-spells/</link><pubDate>Thu, 16 Sep 2004 10:02:31 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/suggestions-on-some-skills-spells/</guid><description>&lt;div class="post" data-post-id="1963" data-author="Alexdmage" data-date="2004-09-16T10:02:31+00:00" data-subject="Suggestions on some skills/spells"&gt;&#13;&#10;&lt;p&gt;I was playing a Ma/Ne/Dr/Mo for a while and now i want to make some suggestions on this classes (mostly on druid). Just like Next in his topic on necros i will just bring up bunch of ideas on skills, that are not nearly overpowering but can be handy or just fun.&lt;/p&gt;&#10;&lt;p&gt;Druid.&lt;/p&gt;&#10;&lt;ol&gt;&#10;&lt;li&gt;Natures familiar is a pretty sad spell. Treant are weak, has low tohit to damage, and immobile (making level dependent duration kind of a disadvantage). And we only can summon treants. Adding some more creatures would be fun. Of course summoning followers to fight for him sounds more like what necros should do, but those new followers not necessary must be a fighting mobs. If it was me, i would make it like that:&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;Level 10 : Treant&lt;/p&gt;&#10;&lt;p&gt;Level 20 : Deer (mount)&lt;/p&gt;&#10;&lt;p&gt;Level 30 : Troll (blocker which will only allow a caster to pass)&lt;/p&gt;&#10;&lt;p&gt;Level 40 : Leprechaun (true familiar, that can be used for cr)&lt;/p&gt;&#10;&lt;ol start="2"&gt;&#10;&lt;li&gt;Some shapeshifts skills can be handy and fun, but are almost never being used, cause they belong to low level forms (And you also must remove your eq to shift and use them, making you vulnerable to thieves). I&amp;rsquo;m talking about farlook and sniff commands. Spells like Eagle Eye and Hound&amp;rsquo;s Nose that will allow use of farlook and sniff in human form can&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;hardly be called overpower and can bring a new fun to playing. (Also it&amp;rsquo;s kind of waste of coders work to leave it like now).&lt;/p&gt;&#10;&lt;ol start="3"&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;It would be EXTREMALLY fun to make some of druid forms mountable (elephant? or even dragon?) Not that it will be very usefull, only fun :)&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;Druid&amp;rsquo;s spell will&amp;rsquo;o&amp;rsquo;wisp is exactly the same as magic lantern. It would make more sense if this spell would actually summon a wisp, that would make darkness in the room to disappear.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;Monk&lt;/p&gt;&#10;&lt;p&gt;Kick skill is useless for monks mostly. But not if we will make advanced monks be able to attack several opponents with kick. (Circle Kick?)&lt;/p&gt;&#10;&lt;p&gt;Necromancer&lt;/p&gt;&#10;&lt;ol&gt;&#10;&lt;li&gt;Instead of giving a necros several direct damage spells like destruct, word of pain, etc, it would be an interesting idea to make combat spell that would summon small mob (lesser demon?) to attack a target and then disappear after target dies. As an alternative we can make a normal&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;summon that will take only a limited number of orders, probably only 1.&lt;/p&gt;&#10;&lt;ol start="2"&gt;&#10;&lt;li&gt;How about giving 1 more use for corpses? Something like sacrificing a corpse to dark forces instead of gods to gain small amouns of ma (hp?). 5ma for a corpse will not make a big difference in a game balance.&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;Mage&lt;/p&gt;&#10;&lt;ol&gt;&#10;&lt;li&gt;As an addition to familiars we can make a spell like Astral Projection, that would create a small mob that can&amp;rsquo;t carry items like watchers, but can be controlled directly like druids forms, with only difference that human body will left on a old place, instead of moving it into unreachable&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;location like in a druids case.&lt;/p&gt;&#10;&lt;ol start="2"&gt;&#10;&lt;li&gt;Spell like Hypnotize, that will not make creature your follower, but will make it obey ONE your order would be a nice addition to mage spells. It can have a bigger chance to success than Charm Person or just be cheaper to cast.&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;Feel free to criticize me :)&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>score stat</title><link>https://forum.slothmud.net/updates/mud-suggestions/score-stat/</link><pubDate>Sun, 05 Sep 2004 12:18:16 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/score-stat/</guid><description>&lt;div class="post" data-post-id="1792" data-author="Alberich" data-date="2004-09-05T12:18:16+00:00" data-subject="score stat"&gt;&#13;&#10;&lt;p&gt;I love this command. However&amp;hellip; can stab dam be listed in there? So far, hand_dam, circle_dam, kick_dam, spelldam, healbonus, sysshock are all listed (am i missing anything else?). Just curious why stabdam isn&amp;rsquo;t, and hoping it will be soon :)&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="1798" data-author="Next" data-date="2004-09-05T14:22:56+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;Probably because its not capped. Congratulations on being the reason for a stabdam cap being introduced!&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Mob's health during fight.</title><link>https://forum.slothmud.net/updates/mud-suggestions/mob-s-health-during-fight/</link><pubDate>Mon, 30 Aug 2004 07:10:49 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/mob-s-health-during-fight/</guid><description>&lt;div class="post" data-post-id="1653" data-author="El_Furax" data-date="2004-08-30T07:10:49+00:00" data-subject="Mob&amp;#x27;s health during fight."&gt;&#13;&#10;&lt;p&gt;HI there.&lt;/p&gt;&#10;&lt;p&gt;My first suggestion to this excellent MUD :&lt;/p&gt;&#10;&lt;p&gt;I&amp;rsquo;ve been surprised during fights to have to [i:3at3emd3]look[/i:3at3emd3] at the mob to know how well (err.. bad) it was.&lt;/p&gt;&#10;&lt;p&gt;Some people of course have implemented triggers to do that, but don&amp;rsquo;t you think we should get updated of mob&amp;rsquo;s health troughout the fight ?&lt;/p&gt;&#10;&lt;p&gt;Without trigger it can be difficult to be able to read the status before it scrolls out of the screen (mobs with multi attacks + group spamming attacks, gtells and skills).&lt;/p&gt;&#10;&lt;p&gt;Or are we looking at our feet during slothfights so that we need to explicitely look at our target to realize it&amp;rsquo;s almost dead :)&lt;/p&gt;&#10;&lt;p&gt;(If I ask it is because this feature is available in other Muds)&lt;/p&gt;&#10;&lt;p&gt;My 2 newbie&amp;rsquo;s (C)(TM) cents.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Ideas...</title><link>https://forum.slothmud.net/updates/mud-suggestions/ideas/</link><pubDate>Wed, 21 Jul 2004 03:44:41 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/ideas/</guid><description>&lt;div class="post" data-post-id="1138" data-author="Ender" data-date="2004-07-21T03:44:41+00:00" data-subject="Ideas..."&gt;&#13;&#10;&lt;p&gt;I was noticing a few things about our wonderful mud that I thought seemed kind of strange. They&amp;rsquo;re not terrible, but they seem odd, and some of the more sneaky of us could take advantage of these basic ideas if they made a little more sense.&lt;/p&gt;&#10;&lt;p&gt;I often lead with a blind. The mob can&amp;rsquo;t see me. However, when I backstab him, he hates me anyway. Not that I begrudge him hating me for ripping off half his back, but it seems that he shouldn&amp;rsquo;t hate anyone unless he can pass a can_see check against them. This could also be helpful in certain dark areas.&lt;/p&gt;&#10;&lt;p&gt;I obviously don&amp;rsquo;t like being hated. Along this same line, I thought a few ideas for some skills in the mud. For thief, disguise would be a cool skill. If a mob hates you, walk in disguised, and you are treated like any other player he doesn&amp;rsquo;t hate. Agros would still be agro of course. If a mob hates both you and your disguised self&amp;hellip; well, you&amp;rsquo;re just screwed. That&amp;rsquo;s assuming your disguise was good enough to fool it in the first place.&lt;/p&gt;&#10;&lt;p&gt;This skill could be used to a certain extent with the mage class as well. It would be very simple for an illusionist to disguise themselves, however, now you&amp;rsquo;re dealing with magic and certain high level mobs have natural saves vs. illusions. So, it might work, or the mob might save&amp;hellip;&lt;/p&gt;&#10;&lt;p&gt;Either way, these skills do little besides aid in corpse retrieval and give you a second chance to blind/curse/demon bind a mob solo.&lt;/p&gt;&#10;&lt;p&gt;As always, suggestions are welcome.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Spells</title><link>https://forum.slothmud.net/updates/mud-suggestions/spells/</link><pubDate>Sat, 17 Jul 2004 04:23:10 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/spells/</guid><description>&lt;div class="post" data-post-id="1101" data-author="Except" data-date="2004-07-17T04:23:10+00:00" data-subject="Spells"&gt;&#13;&#10;&lt;p&gt;Many useful spells are not available for my class order, in spite of having 2 caster classes.&lt;/p&gt;&#10;&lt;p&gt;The spells I can think of include that should be available to all caster classes:&lt;/p&gt;&#10;&lt;p&gt;gate&lt;/p&gt;&#10;&lt;p&gt;lloyd beacon&lt;/p&gt;&#10;&lt;p&gt;web&lt;/p&gt;&#10;&lt;p&gt;locate object&lt;/p&gt;&#10;&lt;p&gt;magic lantern&lt;/p&gt;&#10;&lt;p&gt;Also, I think that earthquake should be available to druids.&lt;/p&gt;&#10;&lt;p&gt;Just a few ideas.&lt;/p&gt;&#10;&lt;p&gt;Thanks&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="1103" data-author="Avatar" data-date="2004-07-17T07:13:33+00:00" data-subject="Spell options"&gt;&#13;&#10;&lt;p&gt;There are alternatives to a few of those spells.&lt;/p&gt;&#10;&lt;p&gt;Magic Lantern - try help darksight&lt;/p&gt;&#10;&lt;p&gt;Web - try help arms, help brambles&lt;/p&gt;&#10;&lt;p&gt;&amp;hellip;&lt;/p&gt;&#10;&lt;p&gt;That&amp;rsquo;s all off the top of my head. Look around a little bit more, you might find some useful spells in your lists.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Warrior Ideas</title><link>https://forum.slothmud.net/updates/mud-suggestions/warrior-ideas/</link><pubDate>Fri, 09 Jul 2004 04:12:17 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/warrior-ideas/</guid><description>&lt;div class="post" data-post-id="993" data-author="Ender" data-date="2004-07-09T04:12:17+00:00" data-subject="Warrior Ideas"&gt;&#13;&#10;&lt;p&gt;I&amp;rsquo;ve been kicking around ideas for warriors, and here are a couple that may or may not be worthy of the mud. These won&amp;rsquo;t exactly aid in battle&amp;hellip; but they may help out all the same.&lt;/p&gt;&#10;&lt;ol&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;Examine skill: Much like the condition of a mob you would see if you typed look, but only provides you the condition of a mob&amp;hellip; 2 differences, first, it would have more levels.. say 15 or 20, so you&amp;rsquo;d have a much better idea of how damaged a mob is. Second, you wouldn&amp;rsquo;t see the description and eq, ect. Could be useful in combat without giving a direct advantage.&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;&#10;&lt;p&gt;Spoil skill: Allows you to carve up a corpse looking for hidden valuables (such as slicing open a dragon&amp;rsquo;s stomach). Basically a second chance at popping a cp. I&amp;rsquo;m thinking this should be limited to cp type items, in the intrest of not making it too powerful&amp;hellip; but whatever works is fine. Give warriors a slight advantage in completing forges. Then again, maybe this skill is better suited to thievse? Dunno, heh, give it to both :)&lt;/p&gt;&#10;&lt;/li&gt;&#10;&lt;/ol&gt;&#10;&lt;p&gt;Opinions?&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>A couple of suggestions....and kudos</title><link>https://forum.slothmud.net/updates/mud-suggestions/a-couple-of-suggestions-and-kudos/</link><pubDate>Mon, 05 Jul 2004 09:02:08 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/a-couple-of-suggestions-and-kudos/</guid><description>&lt;div class="post" data-post-id="929" data-author="piglet" data-date="2004-07-05T09:02:08+00:00" data-subject="A couple of suggestions....and kudos"&gt;&#13;&#10;&lt;p&gt;I gotta admit I&amp;rsquo;m a pretty o­n and off player. However, many of you may be surprised to know that I&amp;rsquo;ve been with sloth in o­ne form or another since 1993. BTW never played another mud. I&amp;rsquo;d like to take this opportunity to say that the folks behind the scenes, presently, are the most active and dedicated group I&amp;rsquo;ve ever seen. Very impressive amount of work.&lt;BR&gt; I could sit here and name all of the improvements that they have made just in the last year, but it would cut into my rare sloth time :).&lt;BR&gt; As far as suggestions, I o­nly have a few, and most of those are for the wonderful new site that we have been given here.&lt;BR&gt;&lt;BR&gt;1.I would love it if the forums kept the most recent replies at the bottom. It&amp;rsquo;s kinda wierd reading from the bottom or trying to follow the conversation in reverse.&lt;BR&gt;&lt;BR&gt;2.Is it hard to put a small chat room in. I really just dont know how hard that is. hmmmmm maybe there already is o­ne. I know that you can call o­n o­ne player, but can you chat with multiple members.&lt;BR&gt;&lt;BR&gt;3.Finally, and this is the game play o­ne, it would be cool if your gold garnered interest in the bank. I&amp;rsquo;m not talking about all the time, but while you were logged. That would be neat. Generally speaking I think that things that would spice up the mud economy would be neato. Drachma, is a good example of this sort of thing. How about an exchange rate :) ? Perhaps even a line of credit from the bank that has to be paid like the innkeeper. &lt;BR&gt;&lt;BR&gt;Thanx for reading&amp;hellip;.see you all soon enough.&lt;BR&gt;&lt;BR&gt;Piglet/crank&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Mud compression protocol</title><link>https://forum.slothmud.net/updates/mud-suggestions/mud-compression-protocol/</link><pubDate>Wed, 30 Jun 2004 18:13:19 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/mud-compression-protocol/</guid><description>&lt;div class="post" data-post-id="886" data-author="Viator" data-date="2004-06-30T18:13:19+00:00" data-subject="Mud compression protocol"&gt;&#13;&#10;&lt;p&gt;Does Sloth server support mud compression protocol? It would be nice because the compression ratio is about 3:1 (65%) and it&amp;rsquo;s possible to use mcclient (or something) with any mud client to decompress mud data. It will result in less bandwith (read money :) and higher speed. Thanks.&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="895" data-author="guest" data-date="2004-07-01T13:22:09+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;Here is the link to the description of the program.&lt;/p&gt;&#10;&lt;p&gt;Its called MCCP and its quite useful.&lt;/p&gt;&#10;&lt;p&gt;One mud I played in had it used, and was giving out extra 10% quest points for the players who were using it.&lt;/p&gt;&#10;&lt;p&gt;&lt;a href="http://www.abandoned.org/nemon/compress" target="_blank" rel="noreferrer"&gt;http://www.abandoned.org/nemon/compress&lt;/a&gt;&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Time start command</title><link>https://forum.slothmud.net/updates/mud-suggestions/time-start-command/</link><pubDate>Fri, 18 Jun 2004 10:30:48 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/time-start-command/</guid><description>&lt;div class="post" data-post-id="787" data-author="Dragoth" data-date="2004-06-18T10:30:48+00:00" data-subject="Time start command"&gt;&#13;&#10;&lt;p&gt;Would be nice if it could also show what additional functions are on&lt;/p&gt;&#10;&lt;p&gt;like: Fargate enabled, or Fastrepop enabled, etc..Not many of us know when exact dates for those are, especially for those of us who joined recently.&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="789" data-author="Calim" data-date="2004-06-18T11:56:40+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;Time started is also something I would like to see available from the web. Not sure why, I just think it would be something I would like to know, same as groups, before logging in. Anyone else?&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Dispel magic spell</title><link>https://forum.slothmud.net/updates/mud-suggestions/dispel-magic-spell/</link><pubDate>Fri, 18 Jun 2004 10:18:43 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/dispel-magic-spell/</guid><description>&lt;div class="post" data-post-id="786" data-author="Dragoth" data-date="2004-06-18T10:18:43+00:00" data-subject="Dispel magic spell"&gt;&#13;&#10;&lt;p&gt;How about a spell that unlike dispel magic could be cast on certain spells?&lt;/p&gt;&#10;&lt;p&gt;Say you cast &amp;lsquo;dispel magic&amp;rsquo; spell stone skin and it will dispel only stone skin? That could be very useful when you are just going into a fight and see that your strength or stone skin about to fall so you could dispel it instead of waiting for it to fall in battle. Or when you have to run into a no_fly area,&lt;/p&gt;&#10;&lt;p&gt;Of course webs could not be dispelled like that.&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Caster prime ability</title><link>https://forum.slothmud.net/updates/mud-suggestions/caster-prime-ability/</link><pubDate>Fri, 18 Jun 2004 10:15:28 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/caster-prime-ability/</guid><description>&lt;div class="post" data-post-id="785" data-author="Dragoth" data-date="2004-06-18T10:15:28+00:00" data-subject="Caster prime ability"&gt;&#13;&#10;&lt;p&gt;Say it takes you to round to concentrate, but then you are able to blast 2 spells simultaniously&lt;/p&gt;&#10;&lt;p&gt;In fight it would be quite useless because you can cast 3 spells in 2 rounds already, but would be a nice way to start the fight.&lt;/p&gt;&#10;&lt;/div&gt;&#13;&#10;&lt;div class="post" data-post-id="788" data-author="Leizu" data-date="2004-06-18T11:24:21+00:00" data-subject=""&gt;&#13;&#10;&lt;p&gt;btw, druids can not always blast 3 times per 2 rounds. that&amp;rsquo;s not good :)&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Spirit Watcher</title><link>https://forum.slothmud.net/updates/mud-suggestions/spirit-watcher/</link><pubDate>Wed, 16 Jun 2004 06:09:30 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/spirit-watcher/</guid><description>&lt;div class="post" data-post-id="743" data-author="Aubec" data-date="2004-06-16T06:09:30+00:00" data-subject="Spirit Watcher"&gt;&#13;&#10;&lt;p&gt;Figure I&amp;rsquo;d give this suggestion thing a whirl. Since Weasel seems to enjoy it maybe I will also.&lt;/p&gt;&#10;&lt;p&gt;How about on the spirit watcher spell allowing it to tell when you are dead? Such as if it tells you your mob is up. And you are dead, it will gossip &amp;lsquo;I cant tell Aubec &amp;hellip; cause he is dead.&amp;rsquo; or just something plain like &amp;lsquo;Aubec is dead.&amp;rsquo;&lt;/p&gt;&#10;&lt;p&gt;Might be stupid but it would have helped me a couple times.. anyways now my brain hurts. haha&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Suggestions for vault :food dispenser</title><link>https://forum.slothmud.net/updates/mud-suggestions/suggestions-for-vault-food-dispenser/</link><pubDate>Fri, 11 Jun 2004 13:56:04 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/suggestions-for-vault-food-dispenser/</guid><description>&lt;div class="post" data-post-id="630" data-author="impz" data-date="2004-06-11T13:56:04+00:00" data-subject="Suggestions for vault :food dispenser"&gt;&#13;&#10;&lt;p&gt;I was in my new vault today and then i realise about the fountain that is provided for the vault. Would it be possible if we had a similiar thing with food dispenser where we can have a list of food that we can make in the vault so that we can expand our creativity a bit more. It could be about 5 mil for this additional food dispenser.. Just a idea, but i seriously hope that it could be implemented. :idea:&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>suggestion for Inns/Scribes</title><link>https://forum.slothmud.net/updates/mud-suggestions/suggestion-for-inns-scribes/</link><pubDate>Tue, 08 Jun 2004 18:04:20 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/suggestion-for-inns-scribes/</guid><description>&lt;div class="post" data-post-id="585" data-author="Weasel" data-date="2004-06-08T18:04:20+00:00" data-subject="suggestion for Inns/Scribes"&gt;&#13;&#10;&lt;p&gt;Ok here&amp;rsquo;s one for you. Since the mud seems to have some reasonably long stints without a crash most of the time now, how about placing a &amp;lsquo;box&amp;rsquo; in each Inn (and maybe scribes as well) on each continent where every 10 minutes or so the Innkeeper/Scribe picks up any spellbooks/eq/whatever is left laying on the floor and puts it in the box.&lt;/p&gt;&#10;&lt;p&gt;This will cut all the spam you often get when arriving at an Inn/Scribe and basically keep the place tidy. I mean, Inns do have standards to maintain if they want to have a good reputation for prospective guests&amp;hellip;&lt;/p&gt;&#10;&lt;p&gt;When you&amp;rsquo;re in the room, you can just &amp;rsquo;look in box&amp;rsquo; and &amp;lsquo;get xxx box&amp;rsquo; for any items you might want.&lt;/p&gt;&#10;&lt;p&gt;Casting locate would still be as is, except instead of seeing&lt;/p&gt;&#10;&lt;p&gt;&amp;lsquo;A flaming songbook is in The Scribe&amp;rsquo;s Shop.&amp;rsquo; you would see&lt;/p&gt;&#10;&lt;p&gt;&amp;lsquo;A flaming songbook is in a box in The Scribe&amp;rsquo;s Shop.&amp;rsquo; or&lt;/p&gt;&#10;&lt;p&gt;&amp;lsquo;A flaming songbook is in the Bal-Harbor lost property box&amp;rsquo; or something to that effect.&lt;/p&gt;&#10;&lt;p&gt;Any comments/criticism?&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>Warrior skills</title><link>https://forum.slothmud.net/updates/mud-suggestions/warrior-skills/</link><pubDate>Mon, 24 May 2004 16:15:04 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/warrior-skills/</guid><description>&lt;div class="post" data-post-id="294" data-author="Weasel" data-date="2004-05-24T16:15:04+00:00" data-subject="Warrior skills"&gt;&#13;&#10;&lt;p&gt;Would love to see something for WA primes like additional power to each round rather than the flaildamage option that is available presently.&lt;/p&gt;&#10;&lt;p&gt;Most WA primes I think would agree that flailing is a little used skill unless you&amp;rsquo;re 2.tank (or lower) in a chop group, or you&amp;rsquo;ve run out of mana in a non-chop group. Personally if I&amp;rsquo;m in chop, I am mostly bashing/tripping between rounds and only use flail when the mob has been tripped already. I&amp;rsquo;m one of the very few people who actually do this because of the danger if you try to stack flails or if mob dies and you then flail, you can easily cause a CF depending where you are. Yes, flailing can be hazardous to your health as well as the mobs health heh.&lt;/p&gt;&#10;&lt;p&gt;In non-chop groups, the same thing applies, or else you&amp;rsquo;re casting between rounds rather than tripping/bashing anyway.&lt;/p&gt;&#10;&lt;p&gt;As 1.tank, doing either lags my whiner so not much help there. Soloing again the same thing; with most mobs you&amp;rsquo;re going to be casting between rounds so flail is rarely used, and again you have to be careful not to flail and hit other mobs in the room, or you&amp;rsquo;re quite possibly gonna end up phukt.&lt;/p&gt;&#10;&lt;p&gt;Some reasoning for having a damage % added to each round as an alternative (like spellbonus, but call it damagebonus or roundbonus maybe)? Well, spellbonus applies to every offensive spell cast, so it would seem to be keeping some balance by having a similar effect available for fighting rounds, and likewise circlebonus for TH primes would be a good thing too. I don&amp;rsquo;t play any of the new classos so don&amp;rsquo;t know what would suit them.&lt;/p&gt;&#10;&lt;p&gt;Comparing the WA drachma shop robe with the spellbonus one for the same price, there&amp;rsquo;s a big difference in what it does for your overall ability, which is what prompted me to bring this up in the first place.&lt;/p&gt;&#10;&lt;p&gt;Any thoughts?&lt;/p&gt;&#10;&lt;/div&gt;</description></item><item><title>spellbonus clasps</title><link>https://forum.slothmud.net/updates/mud-suggestions/spellbonus-clasps/</link><pubDate>Mon, 24 May 2004 15:57:32 +0000</pubDate><guid>https://forum.slothmud.net/updates/mud-suggestions/spellbonus-clasps/</guid><description>&lt;div class="post" data-post-id="291" data-author="Weasel" data-date="2004-05-24T15:57:32+00:00" data-subject="spellbonus clasps"&gt;&#13;&#10;&lt;p&gt;Spellbonus clasps of some sort would be a kewl addition. ..unless they&amp;rsquo;re already out there but I haven&amp;rsquo;t stumbled across any info about them yet hehe.&lt;/p&gt;&#10;&lt;p&gt;Also adding spellbonus/healbonus/stabdam as avatar light options would be handy for some people. (I mean as the 2 main functions of the light, not add-ons like protection from evil etc, as that would probably be giving out too much power).&lt;/p&gt;&#10;&lt;/div&gt;</description></item></channel></rss>