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		<title>Shattered Dreams MUD &#187; Recent Posts</title>
		<link>http://www.sdmud.com/forum/</link>
		<description>Online Forum</description>
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		<pubDate>Sun, 05 Feb 2012 08:01:46 +0000</pubDate>
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		<item>
			<title>Xiepher on "Computer died a few months ago guys, sorry I haven&#039;t been on."</title>
			<link>http://www.sdmud.com/forum/topic/computer-died-a-few-months-ago-guys-sorry-i-havent-been-on#post-53</link>
			<pubDate>Mon, 15 Nov 2010 22:29:06 +0000</pubDate>
			<dc:creator>Xiepher</dc:creator>
			<guid isPermaLink="false">53@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Gonna be a unknown amount of time before I can get a new computer, motherboard got fried and pretty much messed up all the hardware.  Not having any luck getting the needed money built up so I can get me a new computer.  Hope all is well.
&#60;/p&#62;</description>
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			<title>Tigris on "New Class Idea"</title>
			<link>http://www.sdmud.com/forum/topic/new-class-idea#post-52</link>
			<pubDate>Sat, 10 Apr 2010 21:23:14 +0000</pubDate>
			<dc:creator>Tigris</dc:creator>
			<guid isPermaLink="false">52@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;I have to agree with Aarwyn about Bard being a support class.As for Seras' note, the Bard class I'm familiar with has a lot of the skill sets you've mentioned.  Inspiration adds to the hr/dr of anyone in the room. Sonic burst stuns an opponent. They even have a familiar spell..&#34;Summon songbird&#34;. I like the idea about their songs being based on stamina. The higher the stamina, the greater the ability to perform songs that require higher pitched notes or long, drawn out tones, etc.
&#60;/p&#62;</description>
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			<title>Aarwyn on "New Class Idea"</title>
			<link>http://www.sdmud.com/forum/topic/new-class-idea#post-51</link>
			<pubDate>Sat, 10 Apr 2010 19:58:49 +0000</pubDate>
			<dc:creator>Aarwyn</dc:creator>
			<guid isPermaLink="false">51@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;As I see it, there are two problems with making a &#34;support&#34; class right now.  One is that there is no real grouping at all below Ancient level (and little at Ancient).  So there's little need for a support class.  The other problem is that there aren't really enough players on at any one time to be able to reliably find a group if there was more group-required content.  That's fine if all you want is an occasional group to kill some big mob or go through a tough area, but you need to level a support character too, and that'll be tough to find groups for right now.
&#60;/p&#62;</description>
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			<title>seras on "New Class Idea"</title>
			<link>http://www.sdmud.com/forum/topic/new-class-idea#post-50</link>
			<pubDate>Sat, 10 Apr 2010 04:57:39 +0000</pubDate>
			<dc:creator>seras</dc:creator>
			<guid isPermaLink="false">50@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;I would like to see the bard class using stamina to perform there songs, could even have them have to stay in a room for a tick or 2 whilst performing complicated songs. I see them as being a purely assist class. So there attacks are ok added to a groups attack but solo hard to fight big mobs. They would focus more on Buffing others stats with invigorating tunes. Or soothing the pain there in with pleasant melodies. Perhaps a few spell skill ideas -&#60;br /&#62;
Maybe a basic skill that allowed bards to convert the corpses of there victims into simple instruments. For example making a whistle out of some bone or other (these wouldnt be top end weapons but would mean a bard would always be able to create an instrument to access there skills).&#60;br /&#62;
Simple melody - Would act very much like a stance as in, only one melody could be played at once, but once triggered it would continue playing untill ran out of stamina or another melody was chosen. Simple melody would add 1 sound based attack to the bards attacks per round.&#60;br /&#62;
Complex melody - A higher level version of previous skill, would add maybe 2-3 sounds based attacks per round ( i would suggest only having second attack for bards and letting there music make up the rest).&#60;br /&#62;
Rapsody - Top level melody, adding 4 - 5 sound attacks per round, plus chance to cause a negative affect, such as curse, blind sleep or charm.&#60;br /&#62;
tempo - A skill that would increase dr, hr in a similar way to berserk (Could even have it add different amounts depending on there instrument skills)&#60;br /&#62;
Instrument - would be there basic weapon skill (only this would also affect all there melody and songs).&#60;br /&#62;
Soothing harmony - A healing type tune, that would work very much like other healing spells only the longer (more rounds its used repeatadly) the stronger it becomes. For instance maybe 1 round would heal 100, second round if used again would heal 200, then 500, 1000, 2000, untill a cut of point which would need to be fair for the number of rounds they used it. Where they to stop say at round 5, and play some aggressive tune the healing would go back to 100, when next started.&#60;br /&#62;
Songs wouldnt need and instrument and would work very much like attack spells.&#60;br /&#62;
Song of the Viper - Single hit attack song would cause sound and poison damage.&#60;br /&#62;
Song of the Bull - Would cause physical and sound damage.&#60;br /&#62;
&#34; &#34; - and so on untill you get bored of animals :D&#60;br /&#62;
Aluring lullaby - a very strong song used to put mobs, enemies to sleep.&#60;br /&#62;
Adoring synthany - A strong charm song.&#60;/p&#62;
&#60;p&#62;Master musician - a skill that would give each of the musicians attacks a small chance to calm there opponant.&#60;/p&#62;
&#60;p&#62;resonate - a skill that would allow the bard to detect hidden and invisiable obejects in a room using there improved hearing and instrument to bounce sound of things.&#60;/p&#62;
&#60;p&#62;group hymns (spell would cast once but hit everyone in there group)&#60;br /&#62;
Battle hymn - add a small hr,dr to everyone in group&#60;br /&#62;
war hymn - add a small amount of hp and mana to group&#60;br /&#62;
hymn of justice - small stat bonus to everyone in group&#60;br /&#62;
hymn of forgivness - would cure blindness, curse, poison and disease of everyone in group.&#60;/p&#62;
&#60;p&#62;Poetic license - Skill that allows some songs and tunes to be written down on scrolls for later use.&#60;/p&#62;
&#60;p&#62;deafen - bard only skill allowing them to use a ultra high pitch sound from instrument to cause deafen affect on opponant (this would stop them from being able to hear or be affected by other songs, hymns)&#60;/p&#62;
&#60;p&#62;Thats about all the ideas i have time to write about now, you already have my ideas and thoughts on monk class so ill shut up for a bit :D&#60;br /&#62;
Seras
&#60;/p&#62;</description>
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			<title>Tigris on "New Class Idea"</title>
			<link>http://www.sdmud.com/forum/topic/new-class-idea#post-49</link>
			<pubDate>Fri, 09 Apr 2010 17:38:03 +0000</pubDate>
			<dc:creator>Tigris</dc:creator>
			<guid isPermaLink="false">49@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Oh...for number of attacks, if memory serves, it was about 5 at Ancient....they had more than a spellcaster, but fewer than an Assassin or Strider.
&#60;/p&#62;</description>
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			<title>Tigris on "Call for Beta Testers"</title>
			<link>http://www.sdmud.com/forum/topic/call-for-beta-testers#post-48</link>
			<pubDate>Fri, 09 Apr 2010 17:33:36 +0000</pubDate>
			<dc:creator>Tigris</dc:creator>
			<guid isPermaLink="false">48@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;I sent an email. I'm guessing it wasn't received.
&#60;/p&#62;</description>
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			<title>Tigris on "New Class Idea"</title>
			<link>http://www.sdmud.com/forum/topic/new-class-idea#post-47</link>
			<pubDate>Fri, 09 Apr 2010 17:32:42 +0000</pubDate>
			<dc:creator>Tigris</dc:creator>
			<guid isPermaLink="false">47@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;1) Bards can dual wield and use a shield. Not very realistic, but cool as hell...:P Their primary attacks aren't physical, or, technically, spell-based, as they use no mana. They use songs for their attacks, and can use enchanted instruments as well (basically along the same lines as wands and scrolls, there are attack based isntruments and ones that give buffs). Pretty much the dumbest idea I've ever seen for Bards was on MB. bards had to rip out their victims vocal chords and use those to cast their spells...as I said, idiotic. There are songs that attack, songs that buff, songs that stun, etc. (Don't recall any songs that heal, but it's been awhile) As for SD &#34;ripping off&#34; DoC, wtf? From my perspective at least, both codebases originated at roughly the same time.&#60;/p&#62;
&#60;p&#62;As far as health progression, bards gained..roughly...the same amount of hp per lvl as a Strider. At Ancient, the Bard I had on the last DoC codebase I played on had 60k hp fully geared out.&#60;br /&#62;
As in the case of a Monk class, provided you decide Monks can only fight hand-to-hand, it would provide a class that works on different mechanics than spells or weapons.
&#60;/p&#62;</description>
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		<item>
			<title>Blimiel on "So how is everyone?"</title>
			<link>http://www.sdmud.com/forum/topic/so-how-is-everyone#post-46</link>
			<pubDate>Mon, 15 Mar 2010 20:57:05 +0000</pubDate>
			<dc:creator>Blimiel</dc:creator>
			<guid isPermaLink="false">46@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Nide to know you will be back!
&#60;/p&#62;</description>
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		<item>
			<title>Xiepher on "So how is everyone?"</title>
			<link>http://www.sdmud.com/forum/topic/so-how-is-everyone#post-45</link>
			<pubDate>Sun, 14 Mar 2010 05:57:23 +0000</pubDate>
			<dc:creator>Xiepher</dc:creator>
			<guid isPermaLink="false">45@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Haven't been on the mud in a while now due to being pretty busy, will try to be on more after today.  :)
&#60;/p&#62;</description>
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			<title>Aarwyn on "Holy Mace"</title>
			<link>http://www.sdmud.com/forum/topic/holy-mace#post-44</link>
			<pubDate>Tue, 09 Mar 2010 20:45:14 +0000</pubDate>
			<dc:creator>Aarwyn</dc:creator>
			<guid isPermaLink="false">44@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;When I use the Holy Mace spell, I get a mace with some hp, mana, hit, and damage.  Then I cast flame, shocking, drain, and sharp blade, then blade bless.  Everything works fine, but if I log out and log back in, the original stats (the hp, mana, hit, and damage) completely disappear from the mace, leaving only the enchants.  Unequipping the mace before I log out doesn't change this behavior.
&#60;/p&#62;</description>
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			<title>Xiepher on "Skills for Warriors"</title>
			<link>http://www.sdmud.com/forum/topic/skills-for-warriors#post-43</link>
			<pubDate>Tue, 02 Mar 2010 22:52:19 +0000</pubDate>
			<dc:creator>Xiepher</dc:creator>
			<guid isPermaLink="false">43@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Kinda miss having bashdoor.  Wondering if there's any plans on adding it, if not could it be added?  Would be like bashdoor north, south, east, west, down, or up.  Pretty much gives a warrior to break down a door.  &#60;/p&#62;
&#60;p&#62;Also, another one I thought of is a skill that could be called Brace(or another name if it's already used).  Brace would increase the warrior's defense, but in return it'd reduce their damage while it's activated.  Could be useful if sometime down the road if defenses was changed and they actually meant something.
&#60;/p&#62;</description>
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		<item>
			<title>Xiepher on "Picture of my neice.  :)"</title>
			<link>http://www.sdmud.com/forum/topic/picture-of-my-neice#post-42</link>
			<pubDate>Sat, 27 Feb 2010 13:14:25 +0000</pubDate>
			<dc:creator>Xiepher</dc:creator>
			<guid isPermaLink="false">42@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Hehehe, yeah.   They got to bring her home last night by the way.  :)
&#60;/p&#62;</description>
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		<item>
			<title>Rhaelar on "Picture of my neice.  :)"</title>
			<link>http://www.sdmud.com/forum/topic/picture-of-my-neice#post-41</link>
			<pubDate>Sat, 27 Feb 2010 13:10:34 +0000</pubDate>
			<dc:creator>Rhaelar</dc:creator>
			<guid isPermaLink="false">41@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Aww, cute :-) (even though she's probably making a really loud noise)
&#60;/p&#62;</description>
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		<item>
			<title>Xiepher on "Picture of my neice.  :)"</title>
			<link>http://www.sdmud.com/forum/topic/picture-of-my-neice#post-40</link>
			<pubDate>Thu, 25 Feb 2010 19:32:08 +0000</pubDate>
			<dc:creator>Xiepher</dc:creator>
			<guid isPermaLink="false">40@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Here's the link, I tried to post it as a actual image, guess we can't do that on here.  Also, wasn't sure if post like this should go here or on the misc. section.&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://s860.photobucket.com/albums/ab170/Xiepher009/Neice/?action=view&#38;amp;current=neice.jpg&#34; rel=&#34;nofollow&#34;&#62;http://s860.photobucket.com/albums/ab170/Xiepher009/Neice/?action=view&#38;amp;current=neice.jpg&#60;/a&#62;
&#60;/p&#62;</description>
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			<title>Aarwyn on "Some observations from a newbie"</title>
			<link>http://www.sdmud.com/forum/topic/some-observations-from-a-newbie#post-39</link>
			<pubDate>Thu, 25 Feb 2010 19:18:45 +0000</pubDate>
			<dc:creator>Aarwyn</dc:creator>
			<guid isPermaLink="false">39@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Wow!  Well, for once I'm glad my post was redundant and unnecessary then!  :)&#60;/p&#62;
&#60;p&#62;I didn't try to sign up for the beta because I figured you'd probably want veteran players for it, but if you want another person or a newb perspective, I'll be happy to help.  As you've seen, I give plenty of feedback.  ;)
&#60;/p&#62;</description>
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		<item>
			<title>Rhaelar on "Some observations from a newbie"</title>
			<link>http://www.sdmud.com/forum/topic/some-observations-from-a-newbie#post-38</link>
			<pubDate>Thu, 25 Feb 2010 16:57:48 +0000</pubDate>
			<dc:creator>Rhaelar</dc:creator>
			<guid isPermaLink="false">38@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Thanks a lot for the feedback, Aarwyn. I can confirm that our plan is to address all of the points you've raised -- and more -- in the change rollout coming sometime in the near future.
&#60;/p&#62;</description>
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		<item>
			<title>Aarwyn on "Some observations from a newbie"</title>
			<link>http://www.sdmud.com/forum/topic/some-observations-from-a-newbie#post-37</link>
			<pubDate>Tue, 23 Feb 2010 20:30:50 +0000</pubDate>
			<dc:creator>Aarwyn</dc:creator>
			<guid isPermaLink="false">37@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;I tried to post this in the board, but got disconnected.  It is pretty long, so I apologize in advance.&#60;/p&#62;
&#60;p&#62;I played through the first 200 levels as a cleric, and I have some observations so far.  Keep in mind that I've only played a cleric, and it's only been about a week.  I have been MUDding since about '92 though, so I have some perspective.&#60;/p&#62;
&#60;p&#62;First, levelling is terribly uneven.  It's pretty hard to level when you're a new character, and it seems to only get easier as you get to higher levels.  I think it should probably be the other way around, if it's uneven at all.  I think there are several reasons for the irregularity: The first reason is that XP gain is based (mostly) on level difference, and level difference is more meaningful at lower levels.  That is to say, if you're level 5 and going after a level 15 mob, it's going to be a much tougher fight than if you're 155 going after a level 165 mob.  The second reason is that damage spells (at least the cleric ones) don't scale. A spell seems to do a set amount of damage, no matter what level the caster is.  Perhaps introducing a level-based multiplier would help, so that an early spell might do (base dmg * (1 + ((3*level)/100))), while a later spell (with much higher base damage) might do (base dmg * (0.85 + ((0.25*level)/100))) damage.  For example, lightning bolt might do (7d7 * 2.8) damage at level 60, while ray of truth might do (20d100 * 1.15) at level 150.  (I haven't looked at the code, so I have no idea what the current damage formulas actually look like.)  Also, healing should probably be proportional to your/your target's max hp, rather than a set number.  You should never be able to heal more than, say, 75% of your max hp with one spell though, so lowbies can't uber heal high-level players.  The third reason I think levelling is uneven is that overall character power level is very jumpy, in that it's more a set of leaps than a smooth curve.  When I got demonfire and ray of truth, my power VASTLY increased all at once, and when I got superior healing, it was suddenly worth casting a healing spell in combat (it wasn't worth it at all before then).  Spell scaling would help with this problem too, as it would definitely smooth out the curve.&#60;/p&#62;
&#60;p&#62;Secondly, equipment seems to be all but meaningless for a caster.  I don't think +hit or +dmg affect them at all, and it seems to be the most prevalent stat added to equipment. Meanwhile you reach your base stat cap very quickly, so dumping more int or wis onto gear wouldn't help.  Even +mana is just a drop in a bucket.  Maybe allowing +hit to increase the chance of success for proc effects (like curse, poison, and blindness) would help a bit, but it'd take more than that (especially since those effects barely affect combat).  Maybe introducing a +spell stat that could be added to equipment which would directly boost the effectiveness of damage and healing spells would work, but it'd require a massive edit of the item files to throw that stat on some old items, and rebudgeting might annoy some non-casters whose equipment suddenly got worse for them.  I'm just spitballing; I don't have a really good solution to propose.&#60;/p&#62;
&#60;p&#62;Thirdly, spell failure needs to be reworked.  I can understand that there should be a chance that your uber-nuke could fail in combat, or even that your heal might fail in combat. What I don't get is why create food needs to fail eight times in a row, or any other spell that can't be cast in combat for that matter.  All that does is annoy the player and take time; it doesn't affect game balance at all.  What I propose is that out-of-combat spells be practicable up to 100%, while combat spells (including heals) be practicable up to 50% as they are now, but max out at 90% or 95%.  There should always be some chance of failure in combat.  The spell failure percentage doesn't seem to represent the chance that a spell will actually fail, either.  At 50%, the chance for 6 failures in a row is 1.5625%, while eight is less than 0.4%.  I've only been playing a few days, and I've gotten eight in a row several times and six many times.  I haven't done hard data crunching though, so this could be more perception than reality.  I'd be happy to whip up some scripts to test this more thoroughly, if you'd like.&#60;/p&#62;
&#60;p&#62;Fourth, the help files need some help.  :) There's no help that explains what stats (str, int, etc...) do, except in passing (like help train).  Some other help files are outdated or inaccurate, such as the help file for map (the command doesn't exist anymore), recall (the locations are different), ray of truth (it has nothing to do with alignment, thank goodness), and some others.  It would be nice to see some hard numbers and game mechanics in the help files too (especially about stances, since they take so much time), but I can understand why you might not want to give too much of a peek behind the curtain.  There's also very sparse information on rerolling, and I'd love to see a lot more information about exactly what you keep and what you lose.  Also what exactly an ancient is and does, what skills/spells they have, etc...  As far as I knew until a couple of days ago, going Ancient was essentially retirement.&#60;/p&#62;
&#60;p&#62;Fifth, passive regeneration (of hp/ma/mv) should probably be significantly increased.  I actually spent creation points on meditation, and it would take many, many hours to fill my mana completely by sleeping anywhere other than the pool.  Regen should probably be proportional to your max, and spell costs should go up as well.  50 mana to heal ~3000 hp seems a bit unbalanced to begin with.&#60;/p&#62;
&#60;p&#62;Lastly, if I understand correctly, the entire point of the first three tiers of your character's life is to grind QP and stance points. It seems entirely irrelevant what classes you've played before, what skills you've had, or what gear you've gotten (perhaps other than imm-granted gear). That seems... wasteful, I suppose.  It seems like the flavor of your experience should carry through in some way, so that every incarnation is meaningful. Maybe allow a few skills/spells to carry over from class to class (perhaps costing creation points).  Again, this is an area where I don't have as many suggestions as I should.  Still, there must be some way for flavor to carry over without tipping the balance.&#60;/p&#62;
&#60;p&#62;TL;DR - MUD is fun, but there are some things that could make it better.
&#60;/p&#62;</description>
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			<title>Rhaelar on "New Class Idea"</title>
			<link>http://www.sdmud.com/forum/topic/new-class-idea#post-36</link>
			<pubDate>Sun, 21 Feb 2010 05:04:07 +0000</pubDate>
			<dc:creator>Rhaelar</dc:creator>
			<guid isPermaLink="false">36@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Could you explain what it is about the class that you'd like to see? What makes it stand out?&#60;/p&#62;
&#60;p&#62;The author of DoC routinely accuses us of &#34;ripping him off&#34;, despite the fact that we've never touched the code (with good reason); we have no real interest in starting now. Even if we did, the current SD architecture is so far from DRM and DoC that it would take less time to rewrite similar functionality from scratch.
&#60;/p&#62;</description>
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			<title>Rhaelar on "Beta"</title>
			<link>http://www.sdmud.com/forum/topic/beta#post-35</link>
			<pubDate>Sat, 20 Feb 2010 13:42:48 +0000</pubDate>
			<dc:creator>Rhaelar</dc:creator>
			<guid isPermaLink="false">35@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Please read the instructions in the &#60;a href=&#34;http://www.sdmud.com/forum/topic/call-for-beta-testers&#34;&#62;beta post&#60;/a&#62;.
&#60;/p&#62;</description>
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			<title>Tigris on "Beta"</title>
			<link>http://www.sdmud.com/forum/topic/beta#post-33</link>
			<pubDate>Sat, 20 Feb 2010 13:39:52 +0000</pubDate>
			<dc:creator>Tigris</dc:creator>
			<guid isPermaLink="false">33@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;This is me signing up as a beta tester
&#60;/p&#62;</description>
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		<item>
			<title>Tigris on "New Class Idea"</title>
			<link>http://www.sdmud.com/forum/topic/new-class-idea#post-32</link>
			<pubDate>Sat, 20 Feb 2010 08:05:20 +0000</pubDate>
			<dc:creator>Tigris</dc:creator>
			<guid isPermaLink="false">32@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;There is a class on the DOC (Distortions of Chaos) codebase that I would love to see incorporated into SD. It's the Bard class. Now, since I know jack squat about coding, I have no idea how hard/easy it would be..BUT...the DoC codebase is virtually the same as the DR codebase that SD is based on. If any of the coders want to get a look at it, note me and I'll give you the addy of the DoC code mud that I play on and you can take a look at the class and the mechanics of it.
&#60;/p&#62;</description>
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		<item>
			<title>Mundayne on "Shattered Dreams: The Story"</title>
			<link>http://www.sdmud.com/forum/topic/shattered-dreams-the-story#post-31</link>
			<pubDate>Wed, 17 Feb 2010 20:38:09 +0000</pubDate>
			<dc:creator>Mundayne</dc:creator>
			<guid isPermaLink="false">31@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;how about a twist on the idea of shattered dreams...in which the shamans of the draconis communicated to its foreign clansmembers through dreams...in which the evil forces were able to tap into this dream connection and disrupting it, causing in inbalance of some sorts shattering the link of the dreams mixing all of the worlds, races, clans dreams together each represented by the shattered pieces...and the great fight would be to control all of the fragments of the shattered dream, but can something that can not be seen, be collected?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Atma on "Shattered Dreams: The Story"</title>
			<link>http://www.sdmud.com/forum/topic/shattered-dreams-the-story#post-30</link>
			<pubDate>Wed, 17 Feb 2010 20:30:48 +0000</pubDate>
			<dc:creator>Atma</dc:creator>
			<guid isPermaLink="false">30@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Blim, seeing as English is both my first language and the language in which I am proficient and fluent, any ideas you give me I can splice in as needed, and edited as needed as well. &#60;/p&#62;
&#60;p&#62;Also, Xiepher, looks good. I'll see if I can work them in anywhere.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Mundayne on "Pick Lock"</title>
			<link>http://www.sdmud.com/forum/topic/pick-lock#post-29</link>
			<pubDate>Wed, 17 Feb 2010 18:43:09 +0000</pubDate>
			<dc:creator>Mundayne</dc:creator>
			<guid isPermaLink="false">29@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Not sure if this is intended (though I like how it works now) if I try to pick a lock even at low skill I get &#34;You failed&#34; but then the lock is picked and will open. I tried this a few times and with the same result.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Dinaenen on "Is it really necessary to cap all stances?"</title>
			<link>http://www.sdmud.com/forum/topic/is-it-really-necessary-to-cap-all-stances#post-28</link>
			<pubDate>Wed, 17 Feb 2010 15:50:31 +0000</pubDate>
			<dc:creator>Dinaenen</dc:creator>
			<guid isPermaLink="false">28@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;To follow up with this, some of us are HOPELESSLY obsessive compulsive completionists (if you don't know that term, google it :p - it describes me!) and want to have everything maxxed as much as possible.  As far as necessary? Maybe not, but if when it comes down to PK, it's been my experience that you end up maximizing more on anothers' mistakes rather than your successes (at least sometimes).  With that said, if they're not in the 'optimal' stance, you can look at the table and see what would go best against whatever stance it is that they are in. &#60;/p&#62;
&#60;p&#62;In any case, I think it would be useful to have them, just to be able to roll with all possible situations.
&#60;/p&#62;</description>
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		<item>
			<title>Blimiel on "Shattered Dreams: The Story"</title>
			<link>http://www.sdmud.com/forum/topic/shattered-dreams-the-story#post-27</link>
			<pubDate>Wed, 17 Feb 2010 15:14:59 +0000</pubDate>
			<dc:creator>Blimiel</dc:creator>
			<guid isPermaLink="false">27@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;I really wnat to help! But my Engllish is poor, my first language is Portuguese. I will need lots of editing on my texts.&#60;br /&#62;
BTW, if you are thinking on a background for the wrold, I have some great ideas. And of course I would like to see my char involved.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Xiepher on "Shattered Dreams: The Story"</title>
			<link>http://www.sdmud.com/forum/topic/shattered-dreams-the-story#post-26</link>
			<pubDate>Wed, 17 Feb 2010 11:30:26 +0000</pubDate>
			<dc:creator>Xiepher</dc:creator>
			<guid isPermaLink="false">26@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Thought of something about Draconis for the story:  &#60;/p&#62;
&#60;p&#62;Draconis, a clan created out of a group of people who wanted to help newcomers to the world of Shattered Dreams.   Draconis does not like seeing the inhabitants of the world fighting each other, but they decided to remain neutral and remain as peaceful as they can.   When asked, the members of Draconis tries their best to pass down knowledge that they have gained through their own experiences through their journies through the world in hopes that their knowledge and experience will be of use for newly recruited adventure seekers.  In the years past, Kelcyroff used his knowledge to assist others setting the way of Draconis for all time.&#60;/p&#62;
&#60;p&#62;Now lead by Sancrea and Xiepher, they seek out people who have a mind to help out others in any possible way without angering the gods of Shattered Dreams.  Draconis intends to leave their mark in the world in a peaceful manner and will hopefully be around for ages to come for throughout time.  There'll always be fresh adventurers seeking help from knowledgable and more experienced adventurers.   This is the story and lore of Draconis.&#60;/p&#62;
&#60;p&#62;Xiepher's story:&#60;/p&#62;
&#60;p&#62;Born in the northern mountains of Gaalstrom, Xiepher a green-dragon, trained the the ways of the warrior.  Unfortunately, at the age of 20, Xiepher was journeying deep into the dark forests of Shattered Dreams and vanished for nearly 10 years.  Finally, Xiepher appears out of nowhere in the middle of the city of Gaalstrom.   Unfortunately, he has lost his memories and doesn't know what happened to him.  The inhabitants are happy to see him, but they are concerned on why he has lost his memory.  Xiepher hopes one day as he continues his journey through Shattered Dreams that he'll recover his memory and gain some much needed answers.  Sancreas, leader of Draconis decided to watch over him and invited Xiepher to join Draconis.  Xiepher happily accepted and while he seeks his a way to restore his memory, he also stays alert for upcoming adventurers that seek help.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Atma on "Shattered Dreams: The Story"</title>
			<link>http://www.sdmud.com/forum/topic/shattered-dreams-the-story#post-25</link>
			<pubDate>Wed, 17 Feb 2010 10:29:14 +0000</pubDate>
			<dc:creator>Atma</dc:creator>
			<guid isPermaLink="false">25@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;For a while now, I've been writing the story for Shattered Dreams. I have come to an impasse of sorts, because I'm having trouble tying the story to you, the players. So what I want from you all is some help. If you have ideas you'd like to see incorporated into the story and (possibly) eventually in the game (areas, certain mobs, etc) let me know. Also, if you want to have a personal mention in the story, let me know and I'll work you in. If you have a brief description of the heroic/dastardly (that's a &#34;D&#34; not a &#34;B&#34;) deeds you've done, add those in and I'll see if I can work them in, too. There's no real timeline for these things to be done, but the sooner the better.
&#60;/p&#62;</description>
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		<item>
			<title>Atma on "Plugin for mushclient users"</title>
			<link>http://www.sdmud.com/forum/topic/plugin-for-mushclient-users#post-24</link>
			<pubDate>Wed, 17 Feb 2010 01:15:33 +0000</pubDate>
			<dc:creator>Atma</dc:creator>
			<guid isPermaLink="false">24@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;But spam is so good :( (to eat)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Xiepher on "Is it really necessary to cap all stances?"</title>
			<link>http://www.sdmud.com/forum/topic/is-it-really-necessary-to-cap-all-stances#post-23</link>
			<pubDate>Tue, 16 Feb 2010 05:37:00 +0000</pubDate>
			<dc:creator>Xiepher</dc:creator>
			<guid isPermaLink="false">23@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Well, it's good to have them in case you decide one of these days to reroll and do a caster class, that way you'd have the other stances for defensive purposes.  :)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Blimiel on "Is it really necessary to cap all stances?"</title>
			<link>http://www.sdmud.com/forum/topic/is-it-really-necessary-to-cap-all-stances#post-22</link>
			<pubDate>Mon, 15 Feb 2010 05:34:26 +0000</pubDate>
			<dc:creator>Blimiel</dc:creator>
			<guid isPermaLink="false">22@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Unless you want to be a master of all stances (what is great, I guess), it seems to be really unecessary to cap all of it. If we take a look at stance table, we find this:&#60;br /&#62;
*Tiger wins against Mantis (+3) and Swallow (+1);&#60;br /&#62;
*Dragon wins against Tiger (+2).&#60;br /&#62;
So, considering combat, what is the point on capping Mantis, Swallow and Monkey? And, when we think on basic stances, why to cap Crane and mongoose?&#60;/p&#62;
&#60;p&#62;Lets discuss it! :)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Xiepher on "Plugin for mushclient users"</title>
			<link>http://www.sdmud.com/forum/topic/plugin-for-mushclient-users#post-21</link>
			<pubDate>Sun, 14 Feb 2010 19:32:12 +0000</pubDate>
			<dc:creator>Xiepher</dc:creator>
			<guid isPermaLink="false">21@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Hehe, alright.  :)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Rhaelar on "Plugin for mushclient users"</title>
			<link>http://www.sdmud.com/forum/topic/plugin-for-mushclient-users#post-20</link>
			<pubDate>Sat, 13 Feb 2010 18:55:35 +0000</pubDate>
			<dc:creator>Rhaelar</dc:creator>
			<guid isPermaLink="false">20@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Hey guys, please post your email addresses either in-game to Seras or like above (name .at. domain .dot. com). That way you'll avoid getting (more) spam.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Blimiel on "Plugin for mushclient users"</title>
			<link>http://www.sdmud.com/forum/topic/plugin-for-mushclient-users#post-19</link>
			<pubDate>Sat, 13 Feb 2010 01:46:15 +0000</pubDate>
			<dc:creator>Blimiel</dc:creator>
			<guid isPermaLink="false">19@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;midastouch1977 .at. yahoo .dot. com .dot. br
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Blimiel on "Stancing Tips"</title>
			<link>http://www.sdmud.com/forum/topic/stancing-tips#post-18</link>
			<pubDate>Fri, 12 Feb 2010 01:23:39 +0000</pubDate>
			<dc:creator>Blimiel</dc:creator>
			<guid isPermaLink="false">18@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Whirlwind just workd good for Dragon too!!!
&#60;/p&#62;</description>
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