Search found 196 matches
- Mon Apr 14, 2025 2:34 pm
- Forum: General Combat
- Topic: High Skill Characters and Loot
- Replies: 26
- Views: 1892
Re: High Skill Characters and Loot
Dorn I think you are correct. At least that is what sounds right from memory when I used to go in there on my templar. I never really got into the 1000+ areas on any of my characters except for very careful jaunts. A couple of areas that I do remember that seemed a bit too difficult for the value ...
- Tue Mar 04, 2025 4:19 pm
- Forum: Tse Gaiyan
- Topic: Help requested: Gathering information on Tse Gaiyan
- Replies: 13
- Views: 5824
Re: Help requested: Gathering information on Tse Gaiyan
I also have a couple of questions. Mostly related to character location and the chapter house. I have a character out there at the chapter house that back in the day had a horse in the stables. that horse is now presumably in the hanged man or shadgard stables. It has presented a problem for me to ...
- Tue Jan 14, 2025 1:48 pm
- Forum: General Magic Discussion
- Topic: New "Occult Proficiency" stat (and phasing out Channeling skill)
- Replies: 6
- Views: 1600
Re: New "Occult Proficiency" stat (and phasing out Channeling skill)
is this going to affect monks and templars with the thaum?
- Mon Dec 16, 2024 4:42 pm
- Forum: Technical Stuff
- Topic: "Extended Clok mod"! Mush-z and mushclient.
- Replies: 32
- Views: 32806
Re: "Extended Clok mod"! Mush-z and mushclient.
Hey bumping this topic to see if the new pack can be linked. Thanks!
- Sun Dec 08, 2024 4:14 pm
- Forum: Player-Run Companies & Organizations
- Topic: The Lost Rangers intro: Rusty gears started turning
- Replies: 3
- Views: 5348
Re: The Lost Rangers intro: Rusty gears started turning
I thought there was a way to contact the creator there. His name is Brandon Biggs I think.
- Sun Dec 08, 2024 8:18 am
- Forum: Player-Run Companies & Organizations
- Topic: The Lost Rangers intro: Rusty gears started turning
- Replies: 3
- Views: 5348
Re: The Lost Rangers intro: Rusty gears started turning
Just thinking about the future here, but your alternative accessible version of the map. Have you ever heard of Audiom? It got some heavy usage by me during the eclipse where they had a map that showed percentages and path of the eclipse.
https://www.audiom.net/
https://www.audiom.net/
- Tue Dec 03, 2024 11:16 am
- Forum: Feature Requests and Suggestions
- Topic: A perhaps radical Farming Suggestion
- Replies: 6
- Views: 1123
Re: A perhaps radical Farming Suggestion
In addition to Lysse's idea of a fertile valley that is faction capturable. The only other thing I'd like to specifically point out is the potential to incorporate the old construction craft. Back then it was mostly only good for stuff like furniture and mine supports as I remember. It would be ...
- Thu Sep 26, 2024 6:39 pm
- Forum: Feature Requests and Suggestions
- Topic: Emoting command
- Replies: 4
- Views: 959
Re: Emoting command
obviously the solution is to create a web based client just for Clok that has a detector in the entry field that can detect when someone is typing. That way everything is done all automagically and stuff, heh. Just kidding. Even if Rias were on board with something like this , you get new players ...
- Sat Sep 21, 2024 5:43 am
- Forum: General Announcements
- Topic: Gathering Spots!
- Replies: 8
- Views: 3584
Re: Gathering Spots!
The cafeteria/mess hall in the Udemi chapter house might be another fair consideration.
- Sun Sep 01, 2024 12:28 pm
- Forum: General Discussion
- Topic: On the horizon: Ability Trees, Class Specializations, and Guilds
- Replies: 70
- Views: 24139
Re: On the horizon: Ability Trees, Class Specializations, and Guilds
As a suggestion to crafter classes. You could very easily divide that into very specialized crafters. armorer (metal), bladesmith, hammersmith, toolsmith, potter, tailor, armorer (leather), leather goods crafter, and whatever else I'm missing I know I definitely am missing some.
The point of ...
The point of ...
- Wed Jul 31, 2024 9:38 am
- Forum: General Areas
- Topic: Wilderness wildlife restored!
- Replies: 6
- Views: 2978
Re: Wilderness wildlife restored!
It makes sense that certain smaller animals would be harder to skin due to skin thickness and fur. Most smaller animals are case skinned (that's removing the skin like a sock) and is a little more tricky than open skinning (thats the slit opening the skin like a jacket that is the most common ...
- Thu Jul 18, 2024 2:44 pm
- Forum: General Combat
- Topic: Weight encumbrance now affects rerolls rather than die sides
- Replies: 15
- Views: 6971
Re: Weight encumbrance now affects rerolls rather than die sides
Thank you very much. I can see how this will change the dynamic. I like it!
- Thu Jul 18, 2024 8:27 am
- Forum: General Combat
- Topic: Weight encumbrance now affects rerolls rather than die sides
- Replies: 15
- Views: 6971
Re: Weight encumbrance now affects rerolls rather than die sides
I'm not exactly understanding what this means. Could someone explain the change? Specifically I don't understand what is meant by rerolls. I do remember how it used to work.
- Thu Jul 18, 2024 8:18 am
- Forum: Technical Stuff
- Topic: Clokpack Resurrected: Arty's community mushclient pack
- Replies: 2
- Views: 2860
Re: Clokpack Resurrected: Arty's community mushclient pack
Thank you for all your upcoming hard work!
- Tue May 21, 2024 10:52 am
- Forum: General world & lore discussion
- Topic: RP and Backstory Guidelines
- Replies: 18
- Views: 7469
Re: RP and Backstory Guidelines
Some other points to consider about the lore. Correct me if I'm wrong but weren't the undying sort of stigmatized for being undying? There is also nether taint to consider, plus recin (sp?) the infested if that's still going to be a thing.
As to filling in small things. I have in fact done several ...
As to filling in small things. I have in fact done several ...
- Fri Aug 06, 2021 11:15 am
- Forum: General Discussion
- Topic: The Importance of Good Communication
- Replies: 58
- Views: 27995
Re: The Importance of Good Communication
I haven't posted on the BBS for a long time for reasons, but I really feel I need to add a comment here. I have been on a lot of muds, in general. I have left most of those muds permanently, some I come and go in intervals of years, some a bit more frequent. A lot of the reason this is the case is ...
- Thu Jun 03, 2021 6:40 am
- Forum: Feature Requests and Suggestions
- Topic: Armor forging: brigandine head protection
- Replies: 2
- Views: 1477
Re: Armor forging: brigandine head protection
I asked about this not long after the changes that introduced schematics. It was explained to me that it was on purpose. While there are real life examples of a brigandine style head piece, they were quite rare and often problematic. That last bit was my own research. I don't have links as that was ...
- Sat Oct 26, 2019 8:05 pm
- Forum: General Socialization
- Topic: Absent for a time
- Replies: 3
- Views: 5877
Re: Absent for a time
I send forth my best wishes and thoughts. I hope to see you soon.
- Thu Oct 10, 2019 12:01 pm
- Forum: Feature Requests and Suggestions
- Topic: Artisan only shop
- Replies: 1
- Views: 2884
Re: Artisan only shop
I believe I suggested something like this before. different but very similar. a consignement shop. I really do like this idea, very much.
- Mon Oct 07, 2019 10:36 am
- Forum: General Announcements
- Topic: Death about to become more dangerous
- Replies: 45
- Views: 46519
Re: Death about to become more dangerous
wait, do the scarabs actually dig.I've seen them pop out and start roaming around, but I've never seen evidence of them digging.
- Sun Oct 06, 2019 5:41 am
- Forum: General Announcements
- Topic: Death about to become more dangerous
- Replies: 45
- Views: 46519
Re: Death about to become more dangerous
I've been mining in this game pretty much from the beginning and I've never, ever had a mine instantly collapse on me. I have had gas leaks and rumbles happen at the same time. I should also like to point out that gas leaks don't degrade the room, only cave-ins.
- Thu Oct 03, 2019 7:31 am
- Forum: Feature Requests and Suggestions
- Topic: VI friendly energy management
- Replies: 8
- Views: 7065
Re: VI friendly energy management
indeed. I use an idle script for when I don't want to get logged out when I'm away for more than ten minutes but less than 30, but now that I think about that it doesn't make sense cause if I'm going to set an alarm to check fatigue it'd probably be fairly often and thus the ten minute idicator ...
- Thu Oct 03, 2019 7:07 am
- Forum: Feature Requests and Suggestions
- Topic: VI friendly energy management
- Replies: 8
- Views: 7065
Re: VI friendly energy management
I would be content without not fatiqued and slightly. I would like the rest though. VIPmud can make triggers using colors, but I've found it to be complicated. The only other way I've found to keep track of it is not in sync with energy usage. I>E> simply having an alarm that every so often inputs ...
- Mon Sep 16, 2019 12:46 pm
- Forum: Metalworking
- Topic: Repairing
- Replies: 22
- Views: 30141
Re: Repairing
sorry I'm late chiming in, but there is always a chance of degrading during a repair regardless of who does it. Artisan PC's just have less of a chance if they have certain abilities. At least that's what I remember way back when there were some changes concerning repairs, which was way before ...
- Mon Aug 12, 2019 6:58 am
- Forum: Roleplaying Feedback and Shout-Outs
- Topic: Some much needed Commendations
- Replies: 5
- Views: 6422
Re: Some much needed Commendations
I feel the need to post here as well. I haven't really been playing lately but I want you all to know that the people of this game, character and GM alike, were never the reason I leave for long stretches. I love Clok as a world and the people in it and involved in it. I love coming back after some ...