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  • Undead Orc Corpseheal - Marisil


    Greetings,

    There was a bug in corpseheal logic for Undead Orcs such that
    it would use the Orc's corpseheal instead of the Undead
    version whenever you ate a corpse. The Undead corpseheal is
    better than the Orc one, hence you were disadvantaged just by
    having chose to be an Undead Orc. It now correctly defers
    to the superior Undead version. Let me know if non-Undead
    Orc corpseheal isn't working right as a result of the
    change. I tested it, but you never know...

    Cheers,
    Marisil

    Published on: November 23, 2024, 2:56 pm

    GMCP / Bio - Darkpoole


    I've been fiddling the last few days with GMCP and I've now added an option
    to display your Damage Per Round | Taken and Exp per Hour | Min - Looking
    at having the rest of Bio displayed by gmcp in the coming days.


    ~DP

    Published on: November 11, 2024, 12:23 pm

    House and Shop Taxes - Raine


    The base daily taxes just for owning them has been removed. It will take a
    reboot for this to be reflected completely.

    Published on: November 8, 2024, 7:31 pm

    Dying in PK with Mummy Wither Active - Marisil


    Greetings,

    I fixed a bug (I think) that would make you stay perma-withered
    by Dumbledore if he PK'd you while you were in fact withered.
    It should now properly end with your death at the hands of his
    BS Mummy.

    Cheers,
    Marisil

    Published on: November 6, 2024, 11:47 pm

    Paladin Auras - Burlok


    I standardized the types of bonuses between a Paladins personal aura and
    the aura they grant party members. With party member auras being somewhat
    less impactful and not having the most specialized bonus the Paladin
    receives. The impact on play should not really be noticable.

    However, "Dark Knight" paladins now receive a 50% increase to their
    defender or vengeance bonuses once they get their "vigilante aura" at rank
    3.

    Published on: November 6, 2024, 12:28 am

    Demon Sins - Raine


    Sin durations are now capped at 20 rounds. The level no longer deteriorates
    for other sins, possibly making them stronger for the duration of their
    effects.

    Published on: November 4, 2024, 7:21 pm

    Class Mazes - Raine


    You should be able to create portals inside of them after they reload. It
    might require a reboot. If I missed any let me know.

    Published on: November 1, 2024, 7:28 pm

    Shaman Materia Acquisition - Marisil


    Greetings,

    Shamans will now receive the highest rarity of materia that a corpse
    can provide (based on the corpse's level) whenever they use the channel
    song, instead of potentially receiving a lower rarity materia. If
    the Shaman currently has the maximum amount of all materia of that
    rarity tier, the next lower tier will be considered instead, etc.

    Cheers,
    Marisil

    Published on: October 31, 2024, 11:07 pm

    Knights and Shields - Marisil


    Brave Sir Robins,

    Knights may now wear a shield while wielding a two-handed spear
    or polearm. This seemed thematically appropriate and still within
    the bounds of balance concerns. Enjoy.

    Cheers,
    Marisil

    Published on: October 31, 2024, 4:22 pm

    Heal Prayer Changes - Raine


    Close Wounds (Cultist), Heal (Crusader), and Saigai (Aohitogusa) have had
    their cooldowns reduced to 2 rounds.

    I looked at some of the other heal prayers and they were mostly around the
    same level of cooldown. Close Wounds wasn't 'competitive' for lack of a
    better term and has been buffed by about 10%. If I missed any other heal
    prayers send me a message and I will adjust them. I'd like to keep the
    cooldowns on healing prayers relatively consistent as well as the cost per
    HP healed. With that in mind, feel free to message me if you happen to
    have collected/charted numbers during normal gameplay so we can look at
    getting healing into a more satisfying place. As always if anything
    breaks, it was Darkpoole's fault so message me and I'll twist the scale on
    the rack one more notch.

    Published on: October 29, 2024, 6:55 pm

    Re: Pillaging - Burlok


    On Thu Oct 24 23:37:21 2024, Burlok wrote:
    > The pillaging system was intended to be a two-step implementation with
    the
    > second step rounding out the playability. Its still one of those things
    Im
    > hoping to get to someday.
    >
    > Until I get to the second part Ive slightly increased the delay before
    > losing pillaging (12 beats to 15 beats).
    >
    > Ive also decreased the amount you lose from 15% + half your level per
    loss
    > to 8%.
    >
    > This should make running to sell etc not quite as devastating until the
    > rest of the features come in.
    >
    The number of beats is now also increased per hero level to somewhat
    account for the fact its a little harder to get between areas that have
    plenty of xp bearing mobs.

    Published on: October 25, 2024, 11:55 pm

    Pillaging - Burlok


    The pillaging system was intended to be a two-step implementation with the
    second step rounding out the playability. Its still one of those things Im
    hoping to get to someday.

    Until I get to the second part Ive slightly increased the delay before
    losing pillaging (12 beats to 15 beats).

    Ive also decreased the amount you lose from 15% + half your level per loss
    to 8%.

    This should make running to sell etc not quite as devastating until the
    rest of the features come in.

    Published on: October 25, 2024, 12:37 am

    Barbarians and Ram - Burlok


    The ram skill I believe is an older skill and might even pre-date the
    skill-scaling that was introduced in the late 90s. You may remember that
    ~30 years ago an active skill would often fail 100% of the time until
    level 6 or higher if you dumped most of your XP in it.


    I mention this because the break points in success were so high that they
    would not be achievable until potentially low hero levels. I made some
    changes to a couple of the points to still make them "high" but have them
    use more conventional scaling. So you still probably wont get that best
    level of success often at any level but it will now be achievable at all
    levels. Especially if you are buffed.

    I also made some slight adjustments to the domination formula and hero
    levels will now have an increasing (based on hero level) of getting a
    slightly better result.

    I dont think any of this will be super noticeable but in testing I was
    able to notice it because I knew what I was looking for in terms of
    success rates.


    Published on: October 25, 2024, 12:32 am

    NPC Hunter Attack Skills - Marisil


    Greetings,

    I've tried to fix the logic for NPC Hunters so that they spawn
    with active attack skills (penetrate, maim or snipe) based on
    whether they're wielding a spear or bow. The old logic allowed
    for Hunters that would have bows and then no penetrate or snipe
    skill, or that would have spears but no penetrate or maim
    skill. As a result they would only get combat hits, which is
    not what we intended. Now they should be "smarter". Please
    let me know if you see anything odd happening.

    Cheers,
    Marisil

    Published on: September 19, 2024, 4:44 pm

    Draco Vampirism Duration - Marisil


    Dracoliches,

    The vampirism spell now absorbs/steals 300% more spellpoints
    from your foes before dissipating. The result is that you
    won't have to re-cast it as often.

    Cheers,
    Marisil

    Published on: September 12, 2024, 3:00 pm

    Re: Dracolich Phylactery - Marisil


    Dracoliches,

    Lower-tier phylactery levels have been adjust slightly so
    that it's easier to get from level 1 to 10. If your current
    phylactery level was between 8 and 10, you might see it bumped
    up. Hopefully the code I wrote to handle the readjustment will
    work properly when you log in, but let me know if something
    seems off.

    Cheers,
    Marisil

    Published on: September 7, 2024, 11:58 am

    Dracolich Phylactery Rework - Marisil


    Dracoliches,

    The subclass has been reworked to make the phylactery mechanic
    less irritating and hopefully just enjoyable instead. Here's
    what changed:

    1. The Phylactery still gains levels as you kill foes, but
    the rate of "exp gain" for the phylactery has been
    increased 100% and now has a maximum of level 20.

    2. Phylactery no longer expends its energy at all. Instead,
    it always provides a constant boost based on its current
    level to certain skills and all spells.

    See "help phylactery" for more information.

    Cheers,
    Marisil


    Published on: September 6, 2024, 5:32 pm

    Mason Timer - Burlok


    Khali submitted an idea (18705) to add a timer to score so Masons could see
    how long theyve been connected to know when their next hour is coming.

    If you are a mason the score command will now display this timer below
    where it says what clan you are in.

    If you are not a mason you will not see this.

    Published on: August 23, 2024, 9:16 pm

    No_faction_kill - Burlok


    I have attempted to remove the no_faction_kill checks that were confusing
    people because some mobs still spawn with a jihad faction even though the
    bonuses/penalties were removed. The legacy setting "no_faction_kill" will
    hopefully not prevent attacking mobs anymore which seems to confuse
    old/returning players every few months.


    Submit a bug if something seems strange after this change.

    Published on: August 23, 2024, 1:06 am

    Magnus - Darkpoole


    I've updated magnus to be more effective at helping newplayers (hopefully)
    or just anyone in general.


    Need information on a skill/prayer/spell/mud function?


    Just "ask magnus about x" and he'll do his best to help you out.


    ~DP

    Published on: August 10, 2024, 1:06 pm

    Peace - Darkpoole


    Peace should now break on any sort of damage, In room or Outside.

    Published on: August 7, 2024, 10:59 am

    Druid PTesting - Darkpoole


    Hey Everyone,



    I'm in the process of rewriting Preserver (aka Druid). I've decided to
    open it up early for some alpha alpha alpha testing - so far only 1 form
    is really usable (Cat). If you feel like trying it out please select it in
    the character creation screen and then go for a spin :)


    Thanks
    -DP

    Published on: July 29, 2024, 5:32 am

    New Race: Luxodon! - Raine


    Luxodon have been discovered in the realm. Very little is known currently
    other than they are humanoid elephant creatures. Rumors say it that
    Luxodon are born through reincarnation, and only to a single tribe that
    rarely separate. Through this spiritual renewal they are able to carry a
    small bonus from a previous existence. If they are reincarnated anew, they
    mind find a fraction of their previously lost experience returned to them~

    Published on: July 7, 2024, 12:53 am

    New Race: Lepori - Raine


    A new race has been discovered wandering the lands of Tsunami. They call
    themselves the Lepori. They have tall, rabbit-like appearances and tend
    not to mingle with the other races if it can be helped. They have mastered
    the art however of avoiding being hunted and can reverse hunting hits that
    would've been intended for them. This makes them extremely dangerous foes.
    Their ranks are free to be joined as of now!

    Published on: July 6, 2024, 9:19 pm

    Glass Constructs - Raine


    Construct is one of the new parent species. Glass is the first subspecies
    of the parent. Glass constructs are a CHALLENGE race. They have -25 to all
    stats and -10% to all skills. They also cannot gain "confusion" bonuses to
    their skills (such as old pillage, dream fragments, equipment, certain
    buffs.) They WILL however still be able to receive confusion penalties.
    They are also required to start at level 1. So if you feel like you're up
    for a challenge, perhaps check out this new race and maybe even go
    hardcore!

    Published on: July 6, 2024, 8:10 pm

    Introducing: Racial Subspecies! - Raine


    The framework for implementing racial subspecies has been implemented.
    There is only one currently actively but they will be fleshed out over
    time. This allows for us to create groups of somewhat similar races, but
    keep the fantasy theme thriving. For example, what's the difference
    between a Goblin and a Hobgoblin? What if we toss Bugbears into the mix?
    They're all technically Goblin(oids) but are they unique enough from one
    another to justify being a full fledged race on their own? What if you
    wanted to be made of wood, or metal? Well now we have the ability to
    implement unique concepts such as these. If you notice any errors please
    message me directly. I will be making a second post as the first
    subspecies is actual special in-and-of-itself.

    Published on: July 6, 2024, 8:06 pm

    Gunslinger - Grandmaster Engineer in Edo - Raine


    The grandmaster engineer in Edo has put out a call to all Gunslingers. A
    rumor of a material has made its way Thrakk and he is interested in it for
    research purposes. The only information available is a single word
    'magycite' - Whatever that means. Perhaps some adventurous gunslinger out
    there can help him find what he's looking for quickly.

    Published on: June 22, 2024, 8:31 pm

    Desecrate - Burlok


    Greetings Denziens of Tsunami,

    The DESECRATE spell appeared to always give the same bonus regardless of
    how much exp you fed it.

    Typically this would qualify the spell to be an ability (ie, a skill that
    always produces the same result).

    Rather than do this I removed the spell and put the personal bonus into
    the dread spell. You will now DREADFULLY be better at skills and combat.

    This did remove the DKs ability to change the terrain to graveyard as well
    but this change was done knowing that was a consequence.

    Published on: June 3, 2024, 11:51 pm

    Barbarians - Burlok


    I have made some changes to Barbarians.

    Dominance slightly increases combat hits (auto attacks).
    Dominance slightly reduces damage taken.
    Dominance allows a barbarian to see its status while berserk.

    NEW SKILL: Reckless Attack
    This is a skill that can proc instantly or twice depending on dominance
    rating.

    This skill doesnt behave like most damage skills. Instead it amplifies an
    auto-attack hit. So the higher your auto attacks are the higher the base
    damage.

    No matter the result it should at least do the same damage as two rams.
    Making it the better attack skill once dominance has been established.

    See updates to the files: ram, reckless attack, and engage

    Published on: June 1, 2024, 9:15 pm

    Pillagers and Pillaging - Burlok


    The PILLAGE skill has been REMOVED.

    It has been replaced with a PILLAGING SYSTEM.

    See: help pillaging and help pillaging races.

    The goal is to put a place in system that rewards rampaging around the MUD
    killing things for as long as you can stand it. As you rampaging you
    automatically pillage, gaining spoils to improve your mastery of
    slaughter, and gain pillager levels that will give you the bonus to skills
    and combat that pillage once did.


    Pillagers who are in a party together will all get points and rewards.
    Perhaps you could break the MUD with a native band collecting all the
    powerful buffing items and igniting a war of BALANCE.


    I have largely solo tested this and sort-of hacked in the party component
    last night. Please let me know if something breaks. :)

    I welcome feedback.

    Published on: June 1, 2024, 6:08 pm

    NPC crusaders and a little more - Ghyath


    NPC crusaders had a flaw in their AI (tried to heal while it was still on a
    cooldown). Well, not anymore.
    Hex, the lunatic (Talamport) now behaves as originally intended.
    Combragol, the monk (Ardor) will now fully utilize his monk origin.
    Rana, Lord of Water (Ardor) no longer just prays berries and munches them,
    but will utilize full preserver skillset instead.

    Published on: May 29, 2024, 10:53 pm

    Shaolin - Setenv shaolin_nospam - Raine


    Shaolin can now use setenv shaolin_nospam to suppress certain
    Shaolin-specific messages.

    Published on: May 28, 2024, 3:07 am

    Charm (and Hypnotize) - Raine


    New function added to make handling a charmed mob less tedious, and more
    viable when compared to something like vengeance. You can now have your
    charmed mob exclusively use your mana instead of theirs. This only works
    with creatures that use mana (so not energy, adrenaline, etc.) Details in
    the help file. Any issues let me know.

    Published on: May 25, 2024, 9:46 pm

    Balduvia Maze Berserkers - Marisil


    Greetings,

    Balduvia maze Berserkers now properly have offensive skills. A bug
    was fixed that was preventing them from acquiring these. While
    broken, they were only getting combat hits. Just a heads-up that
    they will fight harder now. :)

    Cheers,
    Marisil

    Published on: May 17, 2024, 7:59 pm

    Help exp - Raine


    I updated the 'help exp' file to contain directions to Lucus for people who
    might have problems with their experience, spent or otherwise.

    Published on: May 15, 2024, 5:16 pm

    NPC Beastmasters 2 - Marisil


    Greetings,

    NPC Beastmasters will now always have a companion, regardless
    of the terrain type of the room in which they spawn (which is
    normally a restriction for the skill). Certain areas such as
    the Balduvian Native maze always spawned Beastmaster without
    a companion, which was technically a cheese since it made them
    noticeably easier to kill.

    Regards,
    Marisil


    Published on: May 15, 2024, 2:18 pm

    NPC Beastmasters - Marisil


    Greetings,

    NPC Beastmasters without a current companion will no longer
    stand around and let you pound on them. A bug was preventing
    them from using the "animality" skill in such a context, so
    basically they would just "observe" you and then only get
    combat hits for the rest of the fight.

    Regards,
    Marisil

    Published on: May 15, 2024, 2:08 pm

    Dreams of Kartur Quest - Raine


    This quest is once against solvable, and you should no longer "fail" it
    randomly.
    If you happened to have experienced it "failing randomly" within the past
    year and have not completed it since, send me a tell and I will get you
    fixed. Keep in mind that there are logs of people who tried and failed so
    lying about it won't go in your favor.

    Published on: May 13, 2024, 6:16 pm

    The Explorer Clan, Questing, and You. - Raine


    After receiving feedback about the bonus nerf to the Explorer Clan I have
    gone through and modified how exp bonuses work with quests. As I'm sure
    you're familiar a while back quest points were made account-wide with
    character-based tracking still being a separate thing. Well now the
    bonuses are similar.

    You will get a smaller global account bonus based on your total account
    (unique) quest points. What that means is that if you have have Mousetrap
    finished on more than one character, you will ONLY get credit for 20 - one
    solve per account for the ACCOUNT bonus.

    You will now also get a larger bonus based on your CHARACTER quest points.
    This should help encourage questing across all of your characters if
    you're interested in maximizing your bonuses.

    Both of these bonuses are calculated non-linearly, meaning you'll see a
    bigger reward early on, and it will taper as you grind out the remaining
    points. This will hopefully make questing in general feel more rewarding
    overall.

    The Explorer Clan will take those bonuses and double them.

    All quest-related bonus exp listing methods should be updated to reflect
    accurate numbers now as well. Overall the bonus numbers are going to be
    similar, it's just going to be easier now to accumulate a higher bonus
    earlier, with the maximum bonus also being slightly higher, but requires
    more of a grind.

    Published on: May 12, 2024, 1:47 am

    Worm Sign - Burlok


    To commemorate "Dune: Part 2" I have taken another pass at worm to address
    some of the constructive feedback that has been received.

    I do not think this class will ever be at the point where it will easily
    room-swallowing Ardor guards as occurred years ago when they received 1
    point of hp healing for each point of damage that was done. That situation
    led to the initial recode. So please temper expectations.


    It should be a rather chill 1 mob killing experience and devour hordes of
    small mobs.

    Remember the pattern is: swallow -> bile -> wait until stomach hp hits 0
    and you spit-up -> tenderize -> goto step 1

    I may continue to muck with the numbers a bit but overall should preform
    somewhat differently than a week ago.

    Enjoy!

    Published on: April 13, 2024, 12:41 am

    The most serious changes that have ever happened. - Raine


    Oozes are now 10% less viscous and have been renamed to Seeps.
    The governor of Tsunami has passed strict gun control laws, as a result
    Gunslingers have been removed from the game.
    Due to the rising price of gas Juggernaughts are now approximately 40%
    more expensive to play.
    Fetches have been readded to the game.
    To make things more interesting, heals will now sometimes deal damage to
    the player instead of healing them.
    A new system that allows you to hire mercenaries to go hunt NPCs for you
    has been added. Who has the time to grind anyways?
    After lengthy discussions a fifth stat is finally being added. Rizz,
    formerly Charisma will modify the mercenaries you're able to recruit.
    We're officially launching a new game - Tsunami Lite, alternatively known
    as "The 'little' wave."
    To better reflect real world situations housing prices have been tripled,
    then tripled again.
    Due to dropping temperatures Raine will now be known as Snowe.
    New taxes have been added to every purchase made from any shop in the
    game.
    Players will now also have to file a new form to the Tsunami Internal Tax
    Service yearly to report how many dinars they have acquired and will be
    taxed accordingly.
    After consulting a leading chromatologist, we've collectively decided that
    Chaitan is more Chaibeige.
    The day/night cycle has been removed because there's spooky ghosts out
    there at night. Sorry Aramitamas.
    All of the current classes are going to be merged into Upper, Middle, and
    Lower. All subclasses will now be called "jobs" and unfortunately they've
    all been replaced by AI.
    We regret to announce that Tsunami has suffered a data breach. Luckily the
    only data that was taken was your favorite food, and your biggest
    nightmares.
    Fetches have been removed from the game.
    Tsunami is now going to be more "on Brand." No, literally, we tattooed it
    on his thigh.
    Wildcat has finally been tamed and will now be known as Housecat.
    All those things you've been wanting added to the game are totally coming
    soon, we promise.

    Published on: April 1, 2024, 3:33 pm

    Gravemeld Skill Mods - Marisil


    Vampires and Zombies,

    The gravemeld skill now considers terrain mods and
    "X% bonus to skills" mods.

    Cheers,
    Marisil

    Published on: March 28, 2024, 12:23 pm

    Various - Ghyath


    NPC crusaders now use their skills and prayers properly. Their AI was
    broken since the mark skill change.
    Madlanders are now unsubclassed monsters and Kizi, the 14 years old girl
    is no longer a male barbarian...
    Bort Kruud, general of the Guttbuster Brigade now acts like a regular
    berserker and won't re-berserk every round.
    Thief tunnel guardians are ogre warriors as originally intended.
    ... and plenty of cosmetic changes mostly related to gender and race of
    various NPCs across Tsunami.

    Published on: March 19, 2024, 12:09 am

    Crown of Proteus - Burlok


    There is a step in this quest that required you to have a specific npc
    corpse to lure out a key quest npc.

    Unfortunately, if you had another corpse in your inventory or anything
    that had a corpse alias then the quest npc might not come out depending on
    the order of the corpses (it checked the first one only).


    The npc whose corpse you need now drops a "meat object" that will lure out
    the quest npc and should fix this error.

    Thank you Morgul for letting me know.

    Published on: March 13, 2024, 11:48 pm

    Ooze Phagocytosis - Detach - Marisil


    Boogers of Tsunami,

    tl;dr - Oozes can now detach themselves from Phagocytosis
    targets by simply moving out of the room.

    Phagocytosis has been updated to use a more modern approach
    to implementing the code that allows the Ooze to "follow" its
    target when the target moves. Part of the old implementation
    involved magically teleporting the Ooze back into the target's
    room if they somehow became separated (at least in most
    circumstances). So if the Ooze moved, say, out of the room on
    its own, the next round it would be transported back to the
    target's room, which just doesn't make any sense.

    Now if the Ooze moves itself while using Phagocytosis, it will
    detach from the target. Previously there was essentially no
    way to detach from a target other than the skill naturally
    running out of duration, the target using some sort of escape
    skill/item, or if either the Ooze of the target died. For
    example, even if the Ooze had used a recall scroll to escape,
    the skill would not end and the Ooze would be teleported back
    to the target's room. Just odd behavior.

    Cheers,
    Marisil

    Published on: March 8, 2024, 3:18 pm

    Bulletsmith skill, NPC warriors - Ghyath


    Gunslingers can no longer use their bulletsmith skill in combat.
    NPC warriors with a spear as their primary weapon should now behave
    properly while holding a shield.

    Published on: March 2, 2024, 9:32 pm

    Edo Killquest - Marisil


    Greetings,

    All mobs that count towards the Edo killquest (Panama II)
    may now be targeted via "edotian". You no longer have to
    annoyingly switch between all the different names.

    Cheers,
    Marisil

    Published on: February 27, 2024, 11:35 pm

    Aurumvorax Pounce - Marisil


    Aurumvorae,

    The penalty imposed by the pounce skill against your victims
    has been moderately increased. It was artificially hardcapped
    to such a degree that it was mostly ineffectual. It now will
    reduce the target's combat, attacking and weapon class to a
    noticeable extent, with the reduction to combat synergizing
    with the grate skill (which is resisted by combat) such that
    the grate skill should do more damage. The fury skill will
    still outmatch pounce/grate skill in terms of damage-per-round,
    but hopefully the latter will find greater utility in certain
    situations.

    Cheers,
    Marisil

    Published on: February 25, 2024, 1:27 pm

    Drown and Transform - Burlok


    There appeared to be a bug in the way the transform (waterform) spell
    handled drown damage.

    It was reducing the damage but then appeared to not actually applying the
    reduced damage.

    It will now apply the reduce damage. Beware anyone who was waterform
    murdering Sirenes. They can now hurt you ...... a little more.

    Published on: February 23, 2024, 12:51 am

    Mage Weapons - Burlok


    Almost universally reviled by players I made some updates to mage weapon in
    lieu of a more complicated rework.

    * A mage weapon has an INFINITE duration. If you greatly increase your
    spell skill level then you should resummon your blade to ensure it has the
    best value but a few points wont move the needle.


    * A mage weapon will now receive its bonus damage up to two times per
    round (was 1) better benefitting Wu-Jens who take attacking and
    Chronomancers.

    * A mage weapon will do somewhat more damage.

    Given most mage weapon users have 1 attack it is likely still a weaker
    spell pick (for wu-jen) but might be more worthwhile if you have
    attacking.

    For classes that do not have to pick a mage weapon spell because it comes
    with their kit this is a modest increase.

    Chronomancers who innately have more attacks and a mage weapon in time
    scythe will get the most benefit out of the box.

    Feedback is welcome.

    Published on: February 10, 2024, 11:18 pm

    Locker List Details - Marisil


    Greetings,

    Using "list" in the locker rooms will now display
    AC/WC and item type, like you see when you "list"
    in a shop -- that is, if a listed item is a
    piece of armour or a weapon.

    Cheers,
    Marisil

    Published on: February 8, 2024, 9:25 am

    Natives and Magic Shop Items - Marisil


    Natives,

    When you "list" in the shops (i.e. Mainland,
    Kyrse, etc), items that are magical will now
    properly be flagged as unusable for you. No
    more guess work required!

    Cheers,
    Marisil

    Published on: February 7, 2024, 3:39 pm

    Banshee Sotto Voce - Marisil


    Greetings,

    Banshee's sotto voce song has been given a duration
    that falls in line with the more standard pattern
    of duration for debuffs. In other words, it no
    longer lasts for ~10 minutes, which was a tad bit
    ridiculous, given that it can drop dex by 100
    at hero levels.

    Cheers,
    Marisil

    Published on: February 2, 2024, 9:00 pm

    Cinder Storm - Burlok


    Fire Drakes,
    * Cinder Storm proc will now be active for 12 rounds (was 10). Giving an
    extra few seconds to cast.
    * The damage of cinder storm was increased slightly.
    * The percent of embers produced (which is based off damage) was decreased
    slightly. Overally (with the damage increase) ember generation should be
    neutral.
    * When resting in a charred room a drake will heal recover faster.

    -- Cinder Storm is intended to be "lower damage" but makes up for it with
    the ember damage on the next burn or strafe.

    -=Reminder of other recent changes=-
    * Cinder Storm and Ember will "Enkindle" a drake causing weapon attacks to
    have a chance to put embers on a target.
    * Strafe benefits from embers (was previously only burn).
    * An enkindled state will also increase AC by around 30%.

    Published on: January 26, 2024, 12:58 am

    Dracolich Vampirism Spell - Marisil


    Dracoliches,

    Vampirism's healing mechanic has been changed to heal
    more per round but use more stolen SPs to do so. The
    purpose of this is to bring it closer to functioning
    like a direct, active "heal" skill and less like
    regeneration, though it is still intended to strike a
    balance between the two forms of healing.

    Cheers,
    Marisil

    Published on: January 19, 2024, 2:01 pm

    More Draco Phylactery Tweaks - Marisil


    Dracoliches,

    The phylactery boost to spells will now always empower
    the spell at full strength, regardless of your current
    phylactery energy percentage. It will still drain the
    phylactery energy, however, as it always did (which
    reduces your resistance, AC, attacking, WC, etc --
    see "help phylactery" for a refresh). So in other
    words, your spells will always be as effective as they
    can be, but your offense and defense in combat will
    still suffer as you drain the phylactery.

    Also, phylactery recharge gained from dealing damage
    via combat hits has been moderately increased.

    So in summary: Dracoliches have been increased.

    Cheers,
    Marisil

    Published on: January 10, 2024, 1:20 pm

    Dracolich Phylactery + WC - Marisil


    Dracoliches,

    Your phylactery's current lifeforce percentage now
    properly grants a bonus to your claws' weapon class.

    Cheers,
    Marisil

    Published on: January 9, 2024, 6:47 pm

    Various - Ghyath


    1) Gunslinger weapons require 2 hands to wield now (aka no more shield and
    2 pistols)
    2) Some additional cosmetic changes in gunslinger talent menu
    3) Pawns in newbie chessboard should cause less errors now, please bug if
    they behave differently
    4) Same for ghants in Ghant city and gnutts in Gnutt village
    5) Madlanders prefer their barbaric weapons now and should hopefully be
    less spammy
    6) Invasions should be finally operational. Thank madlanders, not me.

    Published on: January 6, 2024, 5:01 pm

    Berry - Burlok


    Greetings denziens of Tsunami,

    A year ago the Preservers of Tsunami learned to increase the healing of
    their berries in peace-time.

    This was such a closely guarded secret that not even the berries would
    reveal the bonus healing.

    NO MORE!

    Looking at a berry will now tell you its base healing potential as well as
    its bonus healing potential and then add them together for a TOTAL.

    Berries already created during this boot will not be affected although new
    berries will divulge their secrets.

    The bonus healing is less for non-preservers. So a preserver and a
    non-preserver will see different bonuses / totals.

    Published on: January 5, 2024, 1:09 am

    Sulherok's gloves - Ghyath


    ... are properly considered metal.

    Published on: December 23, 2023, 4:16 pm

    Dark Knight - Burlok


    Greetings Denziens of Tsunami,

    I have made some adjustments to dark knight based upon feedback that their
    paladin aura is "lame".

    help prayers spiritual aura

    Dark Knight aura will now confer stealth after you have been out of combat
    for a number of rounds (the number decreases as your hero level
    increases).

    Your dark strike and penance prayers will be instant while shaded by
    darkness.

    This should make them a bit more adept at traveling through hostile areas
    than their more radiant kin.

    Published on: November 26, 2023, 7:26 pm

    Bludgeon - Burlok


    Greetings denziens of Tsunami,

    The common perception seems to be that at a certain level or in certain
    areas a THUG is essentially unplayable.

    Until someone takes a more indepth look at the class I have implemented
    the ability to bludgeon in combat (as with backstab) with a significant
    penalty that is slowly reduced at hero levels.

    Published on: November 18, 2023, 6:08 pm

    Shaman Temporal Boon Skill - Marisil


    Greetings,

    The era of blinking Shamans via the evening temporal boon has
    finally ended. NPC Shamans will no longer annoyingly extend
    their final defeat and leave you ripping your hair out. The
    temporal boon song has been reworked to change the evening
    effect to be what the night effect used to be (a chance to
    avoid some or all of the damage from an incoming source).
    Furthermore, the night effect is now a form of life steal,
    which has a chance to heal the temporal boon's recipient when
    he or she lands a combat hit (and that amount, if the effect
    triggers, will be based on the damage done).

    Cheers,
    Marisil

    Published on: November 15, 2023, 9:17 pm

    Re: Consume - Raine


    On Wed Nov 15 19:31:05 2023, Raine wrote:
    > Any race/class/subclass that can use the 'consume' command can now
    "consume
    > all" or "consume all corpse" similar to how you and bury all corpse.
    >
    I forgot to mention that this was Greshna's suggestion. I usually post to
    give credit but I forgot.

    Published on: November 15, 2023, 7:43 pm

    Consume - Raine


    Any race/class/subclass that can use the 'consume' command can now "consume
    all" or "consume all corpse" similar to how you and bury all corpse.

    Published on: November 15, 2023, 7:31 pm

    Root - Burlok


    Greetings Denziens of Tsunami,

    When rooted and in times of peace, the Ents of Tsunami will regain a small
    amount of hp regularly.

    An environment that has been "tapped" will be less nurturing as its
    natural homeostasis was sacrificed for an immediate boost of health.

    Published on: November 15, 2023, 12:28 am

    Mage Tower Quest - Burlok


    I am pleased to announce that despite its best efforts the Mage Tower is
    now functioning again.

    Additionally, as our boots are longer now the quest will now be better
    about items being available every 30 minutes and this will be communicated
    if you hit a time-locked step. Making it more clear whether you are on the
    right path and someone beat you to the step so its less confusing.

    Published on: November 11, 2023, 9:04 pm

    Rest Skill and Terrain - Marisil


    Greetings,

    The rest skill now takes your terrain modifier into account
    while in use.

    Cheers,
    Marisil

    Published on: November 4, 2023, 2:03 pm

    Fire Drakes and Embers - Burlok


    Greetings Denziens of Tsunami,

    A fire drakes scales now harden in the heat of its inferno.

    The enkindled effect will somewhat improve its defenses.

    But only versus physical attacks as if it were armor.

    "help skills ember", "help skills char", and "help skills cinder storm"
    for a more complete summary of fire drake adjustments over the past few
    months.

    Published on: November 3, 2023, 11:59 pm

    Re: Herbalist Refactor - Marisil


    Greetings,

    It appears further explanation is need in regards to
    why Herbalist damage functions the way it does. Let us
    begin with the basic SP cost of using utmahi via the
    blowgun on a target:

    - Utmahi herb: 5 SPs
    - Dart: 5 SPs
    - Apply poison: 10 SPs
    - Fire dart: 5 SPs

    Blowgun crafting cost is not counted because it is a
    one-time expenditure. So we have a total of 25 SPs,
    but you could also say it's only 20 SPs since you
    could "do cultivate utmahi" and gather 10s of the herb
    from the garden over the course of time (and even
    though cultivate costs 30, this is recuperated quickly
    from the grown herbs).

    Now, utmahi's duration is solely based on the level
    of the apply skill that the Herbalist has. That is,
    it does NOT consider the target's resistance. It's
    fairly easy to reach the maximum duration, 6, by the
    time the Herbalist reaches a 19+1 character level.
    Since no one seems to care about anything other than
    hero levels, we start there.

    So where are we? 19+1, 6 rounds of utmahi DoT for the
    cost of 20-25 SPs. In my testing of utmahi damage at
    the lower hero levels (19+1 to, say, 19+6), the average
    total damage over the course of 6 rounds against an
    equal-level target is just over 100 damage -- without
    the Herbalist even having to stay in the room. If the
    Herbalist stays in combat, the damage is ~125.

    So what we have is 20-25 SPs for 100-125 damage. That
    is a superb SP-to-damage ratio. The retorted complaint
    of course will be "but it takes 6 rounds!". Well,
    unfortunately, that is irrelevant. What matters is the
    SP-to-damage ratio. If that sort of playstyle is too
    slow for your exping and leveling expectations, you are
    advised to play a different subclass. There is simply
    no way around the subclass functioning this way when its
    approach to dealing damage is 90% DoT.

    One possible solution, however, is to make utmahi poison
    do ZERO damage if the Herbalist is not currently in the
    same room as the target. Then we could, say, reduce the
    duration of the utmahi poison but increase its damage
    output such that it did more over a shorter period of
    time. Currently, this is approximated through the new
    stacking feature of the poison. You can spend more SPs
    via multiple poison darts to do more damage over a
    shorter period of time. But it will be *less* damage
    overall than you would have done if you had used each
    dart individually and let each own run its course
    before poisoning the target with another dart.

    A final note on scaling as mob levels climb into the
    higher hero range: yes, it's an even slower exping and
    leveling experience. That's how it is *for all damage
    from all sources for any player subclass against a huge
    hero mob*. It's just more pronounced for Herbalist
    because, again, the DoT has to be distributed that way
    to maintain the balance of the SP-to-damage ratio. If
    this is disagreeable to you, please play a different
    subclass. If you're looking for an AoE, high-speed
    blaster subclass, do not play Herbalist.

    Anyone who wishes to reincarnate their Herbalist into
    something else may do so by talking to me. If you're
    a non-hero, I will give you an equal level character of
    any subclass of your choosing. If you're a hero, I will
    let you choose any other subclass at half your current
    hero level, rounded down (i.e. 19+9 becomes 19+4).

    Cheers,
    Marisil

    Published on: November 3, 2023, 7:21 pm

    Herbalist Refactor - Marisil


    Greetings,

    Herbalist utmahi poison and blowgun functionality has
    been reworked in an effort to prevent out-of-room DoT
    cheese, while also removing the hard cap that had been
    introduced at first for addressing said cheese.

    - The hard cap on utmahi poison level has been removed
    and a diminishing returns curve is now used instead.
    In the interest of full transparency, the curve can
    be seen here:

    https://www.wolframalpha.com/input?i=log%28x%5E%28x%5E0.48%29%29+from+1+to
    +1000
    Each elapsed round of poison damage will lower the
    curve slightly. Out-of-room poison damage is still
    reduced by 33%, just like it used to be.

    ** This formula may be tweaked depending on what we
    observe as players try it out **

    - The "apply" skill is no longer actively used to
    poison darts. When the Herbalist uses the
    "shoot poison at target" syntax, the dart will be
    automatically poisoned with the chosen herb. The
    level of the poisoning will be randomized as per the
    usual Tsu skill-roll logic (i.e. based on the level
    of the Herbalist's "apply" skill).

    - Since darts are now auto-poisoned when fired from
    the blowgun, the dart indicator in the Herbalist's
    HP line has been simplified to only show the count
    of darts.

    - The maximum duration for utmahi poison has been
    reduced from 10 rounds to 6.

    ** This may be tweaked depending on what we
    observe as players try it out **

    - Utmahi dose may now be stacked, depending on the
    character level of the Herbalist. The formula for
    maximum doses on a single target is:
    2 + (Herbalist_total_level / 10)
    Stacking doses increases the damage-per-round but
    also reduces the total duration by one round per
    stack. Adding another dose to a target resets the
    "rounds elapsed" counter to one, thus refreshing
    the countdown even though the max duration is
    lowered. The idea is that this stacking method can
    be used to "front-load" the poison damage instead
    of waiting for a longer period of time for all the
    damage of individual doses to run their course.
    Each stack beyond the first is added at 1/2 its
    actual strength. i.e. if the first dose was 300
    and you added another dose of 300, the total poison
    level on the target would then be 450.

    ** These formulas may be tweaked depending on what
    we observe as players try it out **

    - Firing a dart from the blowgun now immobilizes the
    Herbalist for one round while he recovers his breath.
    Firing two unpoisoned darts in one round will only
    immobilize for one round, not two, however.

    - Two bugs were fixed in the process of working on
    this:

    1. Using the blowgun no longer gives the target
    a free round of combat hits (this was happening
    even when the Herbalist was already in combat
    with the target). Like all other hitback, the
    target will get one and only one strike *if*
    the blowgun is used on the target outside of
    combat.

    2. Using the blowgun no longer checks intimidate
    against targets that the Herbalist is already
    fighting. Previously it *always* had to
    overcome intimidate, thus sometimes preventing
    the Herbalist from shooting a target that was
    already attacking him in combat.


    Published on: November 3, 2023, 1:29 pm

    Random Weapon (Loot) Mods - Marisil


    Greetings,

    I _think_ I fixed a bug with random weapon generation where
    multiple damage types would be rolled as modifiers for the
    same weapon. Only one of them ever actually applied, so
    the others were just wasted and only served to make the
    weapon more expensive to purchase in the shop. Instead you
    should now see more of a variety of mods appearing on
    weapons on mobs and in the shop!

    Cheers,
    Marisil

    Published on: October 27, 2023, 3:15 pm

    Herbalist Medicate Skill - Marisil


    Herbalists,

    The "heal" option for the medicate skill has been tweaked
    to reduce its overall duration but increase the healing for
    each tick.

    Cheers,
    Marisil

    Published on: October 22, 2023, 1:56 pm

    Re: Demon - Hellfire - Raine


    On Thu Oct 19 16:36:19 2023, Raine wrote:
    > Demons that reach level 10 will once again gain the hellfire spell. The
    > spell functions differently, as it now flares hellfire on any ignited
    > enemies in the room. Lightly tested, and very likely to be tweaked in
    the
    > near future.
    >
    Hellfire will now occasionally spread ignite and torment to additional
    targets in the room. It will also stoke the flames, increasing the ignite
    amount on targets it hits.

    Published on: October 21, 2023, 2:24 am

    Herbalist Salve Skill - Marisil


    Greetings,

    Finngalkn's travels across the wilds of Tsunami have allowed
    him to return home to Darale and share new salving techniques
    that he acquired while owning the most powerful monsters in
    the land with his shaft, er, blowgun. Therefore the tribe's
    Herbalist's salve skill has been improved to harden the skin
    of its recipients against more varieties of damage, based on
    the herb utilized:

    CHIRBALA: slash, cleave
    SRILI: pierce, bow
    GORDEP: blunt, brawling, unarmed
    ARGUEK: fire, cold, shock
    HURTOLK: bite, claw, stinger

    Additionally, all herb types also grant BLEEDING resistance.
    Enjoy.

    Cheers,
    Marisil

    Published on: October 21, 2023, 12:34 am

    Herbalist Pungi Skill - Marisil


    Herbalists,

    I fixed a bug with the pungi skill which caused it to consume
    all the darts in your inventory that happened to have the same
    poison type as the pungi trap. It should now leave your darts
    the eff alone!

    Cheers,
    Marisil

    Published on: October 20, 2023, 3:51 pm

    Demon - Hellfire - Raine


    Demons that reach level 10 will once again gain the hellfire spell. The
    spell functions differently, as it now flares hellfire on any ignited
    enemies in the room. Lightly tested, and very likely to be tweaked in the
    near future.

    Published on: October 19, 2023, 5:36 pm

    Preserver Insects Prayer - Marisil


    Greetings,

    The Preserver's insects prayer has been slightly reduced in
    terms of the insects' ability to prevent the target from
    using skills/spells/etc. In my testing, it was blocking
    over 75% of all skill use with equal-level opponents, which
    was a bit too much. This effect combined with the
    Preserver's apititude for healing made them unreasonably
    difficult and annoying to kill. It has now been brought in
    line for balance purposes.

    Cheers,
    Marisil

    Published on: October 5, 2023, 11:59 am

    Chronomancer Slow Duration - Marisil


    Greetings,

    The Chronomancer slow spell's duration has been reduced
    by 50%. It was exceedingly longer than any other debuff
    in the game (in addition to having quite a nasty effect)
    and has now been brought in line for balance purposes.

    Cheers,
    Marisil

    Published on: October 4, 2023, 2:13 pm

    Rest and Skills Bonus - Marisil


    Greetings,

    The rest skill now takes your overall skill boost into
    consideration when calculating its effectiveness. i.e.
    the "Overall Boost : X% bonus to all skills and combat"
    that you see in your score will affect its recuperating
    power.

    Cheers,
    Marisil

    Published on: September 28, 2023, 6:56 pm

    Gunslinger - Adrenaline Junkie - Raine


    Adrenaline Junkie no longer lowers the length of adrenaline rush, it felt
    bad to lose the extra duration even when you account for the other
    bonuses. Exhaustion is also now capped at 5 rounds.

    Published on: September 28, 2023, 4:58 pm

    Gunslinger - Gun experience - Raine


    Gun exp rate changed from 33% -> 50%. So you'll gain experience to your gun
    22% faster.

    Published on: September 27, 2023, 4:13 pm

    War... War never changes, until now. - Raine


    The war vote timer will remain the same. The multiplier will now cap at 5
    except for specific holidays. Once it hits 5x wars will no longer need to
    be voted down and will again require 3 votes to trigger. This will mean
    longer boots again. If any funny behaviors crop up (again) changes will be
    made to address them.

    Published on: September 22, 2023, 5:33 pm

    Unicorn NPCs - Burlok


    I never completed the npc unicorn template. As a result they would mostly
    just trample.

    I have resumed work on this and it is so far partially implemented and I
    hope to finish it over the weekend.

    The goal of this post is to warn those who prey on unicorns. They are more
    deadly foes and will continue to grow in deadliness as I get their full
    kit logic implemented.

    Published on: September 14, 2023, 1:07 am

    Nightmares - Burlok


    I have attempted to implement idea #18563.

    Nightmares will now have a stealth level equivalent of their incorp'd DK
    master. The DK should always be able to see their own nightmare.

    Published on: September 14, 2023, 12:21 am

    Gunslinger Experience Mode - Raine


    Your experience mode now shows up in score to let you know if you're
    focusing on your gun, or getting player experience. It also is now
    persistent so war experience can indeed go to your gun if you had gun mode
    toggled on before the war. The help file has been updated accordingly.

    Published on: September 9, 2023, 2:42 pm

    NPC Knights - Burlok


    NPC Knights will now spur their steeds.

    Published on: September 1, 2023, 12:35 am

    Changeling, Berserker, Shaolin - Raine


    As you all know these subclasses are currently prestige subclasses, meaning
    you have to undertake a special journey and meet specific requirements to
    become one. Once you've completed that process once, you will now be able
    to create them through the login menu. This is completely retroactive, so
    if you currently have any of these, you can create them from the login
    menu. The only requirement beyond having unlocked the achievement is that
    you have to be level 1.

    Spy is specifically not able to be created even if you already have one.
    This is not a bug.

    If you do have any issues, or if you have one of thee subclasses and are
    unable to create one through the login menu - please send me a tell.

    Published on: August 24, 2023, 8:19 pm

    Gunslinger, Achievements, and Unlockable Content - Raine


    Gunslingers are now officially released. The gun experience bug has been
    fixed. Since no major bugs occurred during the last testing I've decided
    to allow the people who tested to keep their gunslingers - with the caveat
    that their gun experience and learned talents will be cleared.

    With the launch of gunslinger also comes a very small introduction to the
    new achievement system! You must unlock gunslinger to be able to create
    one (or log one in if you happen to already have one.) More achievements
    will be released in the future as well potentially tied to other
    customization options or just for fun! Currently there is no way to
    display available or unlocked achievements, but there is also only one as
    it stands which is the Gunslinger unlock miniquest.

    Hopefully with this new system we'll be able to bring interesting choices
    (perhaps such as the ability to create Shaolin/Changeling/Berserkers once
    you've already acquired one!) in a new and engaging way!

    Sidenote, if your pre-existing gunslinger is experiencing errors please
    message me directly and I will fix it. Shouldn't be an issue but just in
    case.

    Published on: August 10, 2023, 7:24 pm

    Monk Stances - Burlok


    Dragon + Fox stance would have their penalties increase the higher your
    skill was.

    I changed it so they apply a flat percentage reduction at all levels.

    Published on: July 25, 2023, 9:58 pm

    Gauntlet and Waiting Pits - Raine


    The waiting pits have been moved to under the arena. Down from the
    challenge room. Where the gauntlet entrance used to be now leads to a
    plaza. West heads to the arcade, inside of which the gauntlet is now
    located.

    Published on: July 24, 2023, 4:05 pm

    Cultist - Skill Change - Raine


    The cultist skill "dance" has been renamed to "cavort." Nothing else about
    it has changed.

    Published on: July 3, 2023, 9:35 pm

    Gunslinger Playtest Phase 2 - Raine


    Talents have been completely redone and are no longer in tiers. Some of
    them still require you to get one talent before you can get another.
    This will give you more freedom to focus on the things on which you value.
    Talent points are also no longer a thing. Instead you will spend the
    experience you funnel into your gun to level talents similar to normal exp
    spending.
    Some talents have been removed, some have been merged into other talents.

    You will now be able to immediately select your mastery (shotgun, rifle,
    dual wield) from first login. Keep in mind that talent resetting will not
    be available moving forward.

    Gunslingers now have a base 20% manashield. Grit increases this by 3% per
    talent level up to 50% total manashield.
    They now gain additional toughness if they remain in combat for long
    enough.

    Shelling:
    The penalty for using a shotgun has been lowered.
    Cost increased from 25 to 35.

    Quickdraw:
    The penalty for using a shotgun has been lowered.
    Now gains bonus damage from using cartridges, similar to shelling and fan
    the hammer.

    Coin Toss:
    Now executes the correct events if you are in combat.

    Player characters will be reset after the end of the testing phase, which
    will end on August 1st 2023.

    Published on: June 26, 2023, 11:03 pm

    Jugger amulet - Chaitan


    Jugger were promised they could wear amulet. Apparently this
    did not work until I just now fixed it again.

    Published on: June 23, 2023, 9:00 am

    Warrior Whirlwind Skill - Marisil


    Warriors,

    As a thematic trial, whirlwind now receives a moderate bonus
    to the damage it does if you happen to be dual-wielding. The
    idea is that flinging yourself into a frenzy with two weapons
    equates to more opportunities to land blows due to the extra
    arm/hand. Let's see how this plays out for players and NPCs.
    If it's OP, we can just undo it.

    Cheers,
    Marisil

    Published on: June 22, 2023, 10:17 pm

    Paladins - Burlok


    * PURGE OATHS now prompts you to let you know that using it will kill you
    and cost you a deaths worth of EXP.
    * AVENGING SPIRIT now grants a small amount of bonus xp based upon hero
    level.

    Published on: June 10, 2023, 9:49 pm

    Conintue Resting - Burlok


    If you are a class that has a feature to allow you to continue resting to
    pick-up class/subclass specific features (Unicorns, Samurai, others) then
    you will lose your rest penalties once you are at full hp/sp (where others
    would typically stop quickhealing).



    Published on: June 10, 2023, 5:15 pm

    Samurai Atteunements - Burlok


    PROBLEM IDENTIFIED: When centering you lose your elemental attunements. To
    maintain attunements you must leave your center or - when finished - spend
    many rounds reacquiring them if you wish to enter combat attuned.

    SOLUTION: While centering you will continue to pick up new attunements.
    You will lose old ones as they time out but always pick up the new one
    while centering. This pick-up only occurs when attunements shift.

    PROBLEM IDENTIFIED: Shifting attunements in combat even though its instant
    now is a pretty big DPS loss. Its usually better to just power through the
    current fight rather than change stances.

    SOLUTION: When you change to your active attunement you will do an
    additional elemental strike that is about twice as strong as the
    elemental-strike that rides alongside your critical. This will
    dramatically lessen the DPS loss and also keep your other attacks buff.

    Published on: June 8, 2023, 8:55 pm

    Samurai Sweep Skill - Marisil


    Tom Cruise's Brethren,

    The sweep skill should now honor any special effects that
    your weapon might have (vampiric, wounding, venom, etc)
    in the same way that a normal combat strike would.
    Previously it ignored them completely.

    Cheers,
    Marisil

    Published on: June 5, 2023, 3:47 pm

    Trolls / Knights - Burlok


    The NPCs were having some guts issues. This is hopefully fixed. They should
    be quite a bit tankier but also may run out of sp faster.

    Published on: June 1, 2023, 5:28 pm

    Paladin Respec Ending - Burlok


    As of June 10th (or a few days after) Paladin respec will change.

    1) When you purgeoaths you will die.
    2) You will be automatically transported to a temple.
    3) You will return to life at full xp loss.
    4) You will logout.
    5) Your oaths will be reset.

    If you want to mess with any configurations the next week and a half are
    the time.

    Published on: May 24, 2023, 12:25 am

    FIREDRAKE + EMBER pt 2 - Burlok


    * FIRE DRAKE skills have been reconfigured to somewhat follow a growing
    dragon.

    * The skill CINDER STORM has been added.

    * EMBER and CINDER STORM are EMBER-SKILLS.

    * Executing an EMBER-SKILL increases the likelihood attacks will add
    embers briefly.

    * STRAFE now benefits from embers.

    * CINDER STORM can only be done when the terrain has OVER CHARRED.

    * The chance of creating OVER CHARRED terrain is based upon damage being
    done.

    * HEROIC DRAGONS are somewhat better at creating OVER CHARRED terrain.

    Now you have something to do sometimes between strafes. Maybe.

    Published on: May 19, 2023, 12:20 am

    Hunter Snipe - Darkpoole


    There was a bug in snipe that allowed you to stack penetrates endlessly.
    This issue should be resolved now.


    ~DP

    Published on: May 17, 2023, 8:26 am

    Ember pt 1 - Burlok


    * Ember has been reconfigured to more closely resemble an earlier state.
    ** Ember is now an instant skill.
    ** Ember still reduces combat slightly.
    ** Ember once again grants a single extra attack.
    ** Ember provides fewer embers upon your foe to alight with burn.
    ** Thats fine though right because its instant so you can quantity over
    quality?
    ** Ember is a really good low level dragon skill as tail once was.

    * Fire Drakes weaponry will now sometimes stir embers upon their foe
    adding a very small amount of additional embers.
    ** You will get a message when this occurs. The amount of embers is based
    upon your ember skill.


    Ember changes shall return ....

    Published on: May 17, 2023, 12:18 am

    Char - Burlok


    The village below raises the alarm as the mighty Fire Drake crests the
    horizon. Far from the reach of their slings and arrows the mighty creature
    moves into a dive furling its wings as it inhales sharply and strafes the
    denziens below charring the villager and hut with its supremacy before
    landing to finish its dread errand.


    I have made the following changes:
    * The char skill is now passive (you can no longer cast it).
    * Burn will now char the the land based upon the damage it does to each
    creature.
    * Strafe will now char the land based upon the damage it does to each
    creature.

    * The char skill represents the Fire Drakes ability to spread destruction
    and collaterally char the area.


    PLAYTIME CHANGE: You can no longer pre-char an area BUT because your fire
    attacks char the area the maximum amount of char is now equal to your char
    skill and is not reduced by an activation roll. So when it finally caps it
    will be between 0 and 100 points higher than it was previously (lets call
    it an average of 50) which is enough to get you to the next % level.



    Published on: May 16, 2023, 11:50 pm

    Inventory command - Darkpoole


    Inventory command will show weight by default - Thanks to bug for this
    suggestion :)


    ~DP

    Published on: May 15, 2023, 10:04 am

    Ghoul - Darkpoole


    setenv butchereat 1 - This will autoeat a corpse after you've finished
    butchering it.

    ~DP

    Published on: May 14, 2023, 1:10 pm

    Ember - Burlok


    Ember was "stacking twice" with the first hit in a manner that appeared to
    be a bug.

    I have corrected the bug and so your first ember will be half as effective
    as the past (but as effective as every other ember you do).

    Published on: May 13, 2023, 11:49 pm

    NPC Warlords - Darkpoole


    NPC Warlords have finally branched out and can now recruit other subclasses
    to their Gengis Khan ways. They'll probably hurt a lot more now as well :)

    ~DP

    Published on: May 13, 2023, 4:40 am

    Re: Batter - Darkpoole


    On Thu May 11 04:32:42 2023, Darkpoole wrote:
    > Batter now requires you to be rooted in order to work.
    >
    > ~DP
    >
    After some feedback and discussion from steel, you'll get a small bonus to
    batter if rooted instead.
    ~DP

    Published on: May 11, 2023, 9:12 am

    Batter - Darkpoole


    Batter now requires you to be rooted in order to work.

    ~DP

    Published on: May 11, 2023, 5:32 am

    Stoneskin - Burlok


    Hello. This is not the stoneskin post you are looking for or is it?

    I am not responsible for any perceived decreases to the invulnerable
    state.

    I am responsible for these changes:
    * Stoneskin now has two states:
    ** State 1 called STONY: This is when you get the big damage reduction.
    ** State 2 called PEBBLY: This is when you have the AC boost / basic
    defense adjustments.

    So now rather than it vanishing completely after the damage resistance
    goes it will act like a normal shield spell without the extra stuff and
    you will also kind-of better be able to gauge when to recast it.


    Hope this helps. Thanks to Morgul for suggesting these tweaks.

    Published on: May 10, 2023, 11:24 pm

    Character Mode - Raine


    You are now able to select your character mode from the character creation
    process. E.G. Standard or Hardcore. Is this a hint at possible future
    features? Your guess is as good as mine!

    Published on: May 10, 2023, 6:31 pm

    Barovia - Darkpoole


    Entering Gypsies/Thalamur is considerably easier than it used to be.
    Ie: The annoying rooms have room exits now.

    Published on: May 10, 2023, 8:48 am

    Cataclysm - Burlok


    The Mummies of Tsunami have continually try to bring the old world into the
    new weakening their ancient magics. Perhaps the prayer has settled or
    perhaps a new cataclysm against the old world has emerged?

    Previously rounds 7 (19+7) to 10+ (19+10+) received a bonus to the random
    chance equal to their hero level for summoning random plagues. The base
    random chance also increased per round. NO LONGER.


    The random chance at 19+7 to 19+10 shall progress without regard to hero
    level (it increases by 10%+ per round with frogs being the most prolific).

    At 19+10 when all the random elements are at play the number of hero
    levels above +10 shall slightly increase the random chance.

    The overall damage has been increased from previous reductions but is not
    back at full strength from two weeks ago. I think that this should help
    make the earlier rounds a bit more palatable but keep the later rounds
    from doing quite as much damage per round. This prayer really isnt
    supposed to start taking off until 19+6. Its still absolutely better than
    the "mummy ultimates" because quicksand alone is equalish damage.

    Enjoy!

    Published on: May 9, 2023, 11:20 pm

    Experience Bonus / Misc Changes - Raine


    The bonus experience percentage granted from quest points has been reduced
    moderately.
    The bonus experience percentage granted from the Explorer Clan quest boost
    has been halved.
    The bonus experience percentage granted from completing quests / having
    quests completed as an Explorer Clan member from the exploring buff has
    been halved. The duration of this buff is now capped at 10 minutes.

    Hardcore:
    Hardcore has always been a bit of an anomaly. Removing the ability to
    resurrect is in-line with what most people would expect from a hardcore
    environment. The bonus to skills not normally provided is also in-line for
    the prestige of what hardcore should be. The double experience has never
    made sense and generally isn't thematic, and removes a lot of the prestige
    that should go along with raising something hardcore. Instead of receiving
    double experience, hardcore characters will now receive HALF of what a
    non-hardcore character would receive. This provides an actual challenge
    for the rewards and prestige associated with being a hardcore character.

    PK on:
    The bonus money drop percentage for being PK on has been reduced from 20%
    to 10%

    Reincarnations:
    It was an oversight by me to not include hardcore tracking with the new
    reincarnation system. Moving forward this will be logged so people with a
    high hardcore reincarnation experience loss can be properly recognized for
    the feats which they have achieved.

    Send all complaints to me.

    Published on: May 8, 2023, 6:51 pm

    Shaman Talisman Recharge Cost - Marisil


    Shamans,

    There is now an incremental SP cost to maintaining a talisman beyond
    its initial duration (previously it was a flat SP upkeep cost). This
    is more in the spirit of how talisman was originally supposed to work,
    but to be honest I just lost sight of it over the ~15 years or so of
    the Shaman subclass' existence. The idea is that eventually the
    talisman becomes impossible to maintain once the initial materia
    infusion has become unstable, which is thematically coherent with the
    lore surrounding the subclass.

    Cheers,
    Marisil

    Published on: May 7, 2023, 8:09 pm

    Witch Passive Evil Eye - Marisil


    Witches,

    The evil eye spell now has a new "autotoggle" option that can be used
    to turn a passive form of the spell on or off. This passive function
    has a chance to trigger each combat round for any foe that is fighting
    the Witch. If triggered (based on foe's resistance), the foe will be
    cursed with evil eye in the same manner as if "cast evil eye" was
    directly used against it. The cost of this version of the spell
    varies based on the particular effectiveness of each occurrence, but
    is capped at 20 spell points per trigger per foe.

    Cheers,
    Marisil

    Published on: May 7, 2023, 2:16 pm

    Talisman QoL Change - Darkpoole


    Talismans will show their boosted stat via the short description now, ie A
    Beautiful Talisman (+/-50)

    Hope this is less painful to find a good talisman now.

    Published on: May 7, 2023, 10:04 am

    Mummy - Cataclysm - Raine


    Mummy cataclysm damage has been reduced to a much more reasonable level.
    Just a reminder that if you find yourself averaging 1243 average done per
    round against equal level mobs without a wizbless, then something very
    obviously isn't right and needs toned down.

    Published on: May 6, 2023, 3:06 pm

    Avenging Spirit + Retribution - Burlok


    Retribution now does less damage under avenging spirit since it is castable
    every 3 rounds rather than every 10 to 15.

    Retribution now only does slightly less damage AOE under avenging spirit
    since the damage has been reduced overall in this state.

    Remember that retribution debuffs toughness and resistance and so is still
    a great filler skill!

    Published on: May 5, 2023, 10:43 pm

    Witch Evil Eye - Marisil


    Witches,

    Damage done by evil eye when it blocks combat hits or movement has been
    slightly increased. Damage when preventing skills/songs/prayers/spells
    remains the same, but the damage type for blocking songs, spells and
    prayers has been randomized slightly between MAGIC, CHAOS, HOLY and
    UNHOLY (the first two types for songs and spells, the last two for
    prayers).

    Cheers,
    Marisil

    Published on: May 5, 2023, 10:34 pm

    Meditate - Raine


    The buff from meditate should now only tick down when you're in combat.

    Published on: May 5, 2023, 7:07 pm

    Re: Class Mazes / Asgard XP - Raine


    On Thu Apr 20 23:32:04 2023, Burlok wrote:
    > Hello.
    >
    > We will be working on removing class mazes over the next few days due to

    > concerns over their persistently buggy state. I know a lot of people use

    > these areas and so I didnt want people to feel like things were
    vanishing
    > mysteriously and without notice.
    >
    >
    > The experience in Asgard has been restored to what it was a few days
    ago.
    > If this changes again we will be sure to let you know.
    >
    The experience bonus has been removed again. The players in question have
    been reverted to their pre-abuse state.

    Published on: May 2, 2023, 7:32 pm

    Re: Moon-Called & Bless - Darkpoole


    On Tue May 02 02:17:52 2023, Darkpoole wrote:
    > You should no longer be able to stack Moon-called and Bless.
    >
    >
    > DP
    >
    >
    Same thing now with Armour of the Gods.

    Published on: May 2, 2023, 1:16 pm

    Moon-Called & Bless - Darkpoole


    You should no longer be able to stack Moon-called and Bless.


    DP


    Published on: May 2, 2023, 3:17 am

    Setenv allow_discord_pm - Krule


    discord support for private messages has been added. help setenv general,
    will show the setting info. setenv allow_discord_pm 1 will send discord
    tells when you are online or offline. setenv allow_discord_pm 2 will send
    discord tells when are are offline. Respond from discord using "tell
    message". Must have a valid authorized discord account. type
    'discord' for the verification process.
    ..

    Published on: April 29, 2023, 12:40 am

    Witch Cauldron - Marisil


    Witches,

    Cauldron weight has been reduced to approximately half of
    what it was beforehand in terms of how much extra weight
    the fluids inside contribute. All healing options have
    been moderately increased. Sipping from the cauldron no
    longer counts as an action, to bring it in line with other
    healing items.

    Cheers,
    Marisil

    Published on: April 28, 2023, 10:15 am

    Crest of Shotoku - Darkpoole


    Now gives a small bonus to shapeshift. Thanks to Senshaku for the idea!

    ~DP

    Published on: April 27, 2023, 9:49 pm

    Witch Curse --> Hex - Marisil


    Witches,

    The curse spell has been removed as a direct-cast (i.e. cast curse)
    spell and has been replaced with a new spell called "hex". See
    "help spell hex" for more information. While curse was removed,
    you can still use its paltry effects via the simulacrum spell
    like you could before.

    Cheers,
    Marisil

    Published on: April 26, 2023, 8:11 pm

    Witch Broom - Marisil


    Witches,

    Broom now only takes 1 round to cast instead of 3. This brings
    it in line with most, if not all, other weapon-summoning
    skills. It also now only costs 30 SPs instead of 60. Yeesh.

    Cheers,
    Marisil

    Published on: April 25, 2023, 3:32 pm

    Witch Simulacrum Needle Damage - Marisil


    Witches,

    The bitter malice of the Witches of Tsunami has devolved
    into a new level of devilry. Needling a simulacrum will now
    cause damage to the target based on which damage types are
    most harmful to the target. That is, the damage type chosen
    will be that to which the target is most vulnerable. If the
    target has multiple equal vulnerabilities, a random type
    from that subset will be used per "needle simulacrum".

    Cheers,
    Marisil

    Published on: April 23, 2023, 3:07 pm

    Moar Paladin - Burlok


    * Paladin Aura was mimicing an old set of buffs. It has been updated. This
    is a minor change. Non-Paladins essentially get the stat/skills/combat
    damage/regen increases but not increaes to blocking, or damage aura, and
    other odds and ends.


    * The cooldown on avenging spirit is now 200 rounds.
    -----Previously it was 500.
    -----With the previous changes this means you can power down for a
    potty-break every hourish of grinding.

    Published on: April 21, 2023, 11:49 pm

    Class Mazes / Asgard XP - Burlok


    Hello.

    We will be working on removing class mazes over the next few days due to
    concerns over their persistently buggy state. I know a lot of people use
    these areas and so I didnt want people to feel like things were vanishing
    mysteriously and without notice.


    The experience in Asgard has been restored to what it was a few days ago.
    If this changes again we will be sure to let you know.

    Published on: April 21, 2023, 12:32 am

    Paladin Ultimate Revision - Burlok


    * AVENGER now gets more WC when you have Vengeance / Defender to 4. Very
    sharp.

    * AVENGING SPIRIT lasts FIVE TIMES as long per step allowing you to keep
    the form much longer.

    * When AVENGING SPIRIT reduces your holy power to 0 instead of kicking you
    out of the form it will continually spam you. You will want to leave
    AVENGING SPIRIT at this point because your HOLY POWER spells will have
    lost all their bonus damage.


    * While an AVENGING SPIRIT you gain 30% of your max judgement per round.
    This will allow you to cast retribution every ~3 rounds as filler.

    * RETRIBUTION is now a room attack while an avenging spirit.

    * When used as a room attack RETRIBUTION does much less damage (but still
    debuffs just as hard and in an area).

    * DARK KNIGHT gains a bonus to retribution at oath level 3.

    Published on: April 20, 2023, 11:39 pm

    Witch Cauldron + Corpses - Marisil


    Witches,

    Your cauldron will now properly receive fluids from corpses
    as if it were a nonhumanoid. Previously it was only getting
    humanoid corpseheal, or, in other words, mostly nothing from
    corpses.

    Cheers,
    Marisil

    Published on: April 19, 2023, 7:17 pm

    Shield - Burlok


    There was a typo in the shield shadow that was re-setting the shield type
    to no type at all.

    This means elemental shields were largely not providing their specials.

    This includes fireshield.

    Yes. The hitback is back.

    Published on: April 17, 2023, 4:56 am

    All weapons - Raine


    I fixed a bug that plagued every single weapon in the game. This _might_
    change some things though I'm unsure of how many. If anything strange
    happens after the next reboot let me know.

    Published on: April 16, 2023, 5:17 pm

    Shen-Lung - Electrify - Raine


    Electrify can now be refreshed manually (again) by doing the skill. I also
    reduced the auto-refresh from 150 rounds (300 seconds / 6 minutes) to 75
    rounds (150 seconds, 3 minutes.)

    Published on: April 16, 2023, 5:16 pm

    Class Mazes - Darkpoole


    Okay so this will be a long one but I'm hoping it'll all make sense.
    Sometime in the last year, maybe two? Nether had updated a few
    quests/zones and has shifted class mazes away to more thematic areas, so
    far this is the list I've been able to find and partially verify, I'll
    give the location of each maze, but not necesarilly how to get to it, as I
    believe Nether did this in intentionally to encourage questing/exploring
    but here we go.



    Undead 1 to 10 - Barovia Forest
    Undead 11 to 20 - Old Bonegrinder

    Horror 11 to 20 - Sunderia


    Monster 21 - 30 - Tramtris


    Dragon 21 to 30 - Warcraft


    Fey 21 to 30 - Dixton

    Fighter 1 to 10 - Thrak
    Fighter 31 to 40 - Asgard


    Mage 11 to 20 - Jarrows Tower
    Mage 21 to 30 - Heloca
    Mage 31 to 40 - Court of Ardor


    Cleric 31 to 40 - Karakas's Castle

    Thief 1 to 10 - Dragon Island
    Thief 21 to 30 - Vistani Camp
    Thief 31 to 40 - Thalamur City


    Native 1 to 10 - Dunghil
    Native 21 to 30 - Balduvia
    Native 31 to 40 - Bandar Province


    I'll potentially add to these eventually to fill out all the other levels
    (motivation based)

    But there you go!


    ~DP

    Published on: April 14, 2023, 12:29 pm

    Staff of Aesir - Darkpoole


    The prayer "prayer" is defunct, has been for god knows how long. It now
    gives a bonus to religion instead of prayer.
    It's also unique now.

    ~DP

    Published on: April 14, 2023, 12:37 am

    Pixie Playtesting: Done - Marisil


    Greetings,

    Pixie playtesting is now complete. Many thanks to everyone that
    participated and helped us reach this point. As a reminder, current
    Pixies will *not* be reset to level 1. Game on!

    Cheers,
    Marisil

    Published on: April 8, 2023, 6:53 pm

    Lockers list command - Disdain


    Lockers can now be filtered by item id. Usage: 'list '
    'list ring' will list only items that identify as ring
    etc

    Published on: April 4, 2023, 11:32 pm

    Demon - Human form equipment - Raine


    Demons in human form can now wear all the equipment that they are supposed
    to be able to wear.

    Published on: April 4, 2023, 5:52 pm

    Re: Parties + Dream Fragments - Marisil


    This will only take effect this boot on mobs that have not
    previously spawned. Next boot all mobs will allow for
    dream fragment splitting in parties.

    Published on: April 4, 2023, 1:36 pm

    Parties + Dream Fragments - Marisil


    Raging Party Animals,

    Dream fragments will now be shared within parties. The way it
    currently works is as follows:

    1. The party member who lands the killing blow splits the
    fragments with the other party members.
    2. The other party members _must_ be in the same room as
    the killer to get their fair share of the pie.
    3. An even distribution will be attempted, but any "extra"
    fragments that do not divide evenly given the party size
    will be randomly distributed amongst all the members.

    For instance:

    a. My party of 3 people kills a mob that gives 8 dream
    fragments.
    b. Each member will get 2 fragments, because that is the
    amount that can be evenly distributed (8 / 3 = 2 in
    integer math).
    c. The remaining 2 fragments (8 - (3 * 2) = 2) will be
    randomly distributed amongst the 3 party members.
    Someone might get 2 while the other two players get
    nothing extra, or two players will get one fragment
    each while the other player gets nothing extra.

    This is the default behavior for dream fragments in parties
    now. Someone else can tweak this further if people want
    this to respect "autosplit" settings or whatever.

    Cheers,
    Marisil

    Published on: April 4, 2023, 1:27 pm

    NPC Changeling - Darkpoole


    NPC Changeling went back to the Mother's School and have graduated with
    honors and now know how to shift again :)
    ~DP

    Published on: April 4, 2023, 9:13 am

    Darkfire - Burlok


    You can now target darkfire.

    Published on: April 3, 2023, 10:59 pm

    Shaman Talisman - Darkpoole


    Slight Nerf, but also an increase depending on how you look at it.

    Talismans cap at 50 + hero level + total teef (divided by 1000)
    Example: 19+10 with 30,000 teeth. 50 + 10 + 30

    Published on: April 3, 2023, 11:30 am

    Fey Guild Changes - Joshua


    I'm currently in the midst of redoing Fey guild, first round of changes
    will go live after the next boot.

    Wisps
    -Wisp HP is no hard capped at 100, haze has been increased to old bsness
    -Mindrip now does 0 hp damage until target has 0 sp. Damaged increased
    to 1.5 to compensate.
    -There was a bug with mindfog, it should now stack accordingly

    Changelings
    -No longer prestige.
    -Piety has been removed.
    -Basilisk is back in the game.
    -All forms have been upgraded, shift and look at skills to view them.
    Help files will be updated when someone who has access can do it
    -Lion and Gryffin form are "ptest", if there are any "Features" report
    them to me


    Ent
    -Can no longer mod batter, it's stupid anyway
    -Can move 1 room every 10 rounds while rooted
    -Barskin removed and replaced with rings skill. Armour increases with age
    -Vegetation followers will sprout every hour you are rooted, idle or not

    Sylph
    -Assume disabled, you are now forced to be solid.
    -Bouyancy is now spelled correctly
    -Dumbass carry ability removed, carry increased by 10 per level
    -Chain lightning is now single target, or all+adjoining rooms like
    firestorm

    Published on: April 2, 2023, 1:51 am

    Paladin - Ultimate - Burlok


    Hello. This is NOT an April Fools joke.

    A Paladin who reaches 19+11 (level 30) and takes the 4th level in all
    available Oaths shall receive the prayer "avenging spirit".

    This is the class "ultimate" and designed for those who love to grind into
    eternity with area attacks.


    Published on: April 1, 2023, 9:25 pm

    Login Wave - Raine


    You can't keep a good wave down. The login wave ASCII has returned.

    Published on: March 27, 2023, 5:19 pm

    Paladin / Avenger + Aura - Burlok


    I have fixed some Paladin bugs.

    Additionally,
    * Paladin SHIELD SLAM will no longer root you in a party (but still in
    war).
    * Paladin AVENGER now has the "keen" quality in addition to other bonuses.
    * Paladin AVENGER now has the "power" quality in addition to other
    bonuses.

    Avenger boosts will theoretically also increase the power of dark echo and
    dark knight in general since they wield the same weapons.

    Published on: March 24, 2023, 12:14 am

    Spider and Manticore - Raine


    Spider toxin and Manticore venom have been tweaked upwards.

    Spider toxin will now deal less damage per round (at first), last slightly
    longer and has a greater return for stacking.

    Manticore venom is similar, except the damage was already fairly low so it
    was buffed slightly rather than dropped on the initial application.

    Published on: March 23, 2023, 10:38 pm

    Chrono Timestop - Marisil


    The Chronomancer timestop now has a 5 round cooldown due to
    its ability to both evade hunting hits and execute actions
    that normally take 2 rounds to complete.

    Cheers,
    Marisil

    Published on: March 20, 2023, 6:59 pm

    Spider Auto-Cocoon - Burlok


    You can now disable / re-enable a spider auto-cocooning.

    Use the command "cocoon-toggle".

    It is on by default.

    Published on: March 20, 2023, 3:33 pm

    Moon-called - Darkpoole


    Moon-called works inside arena again. Pretty it was disabled from a booboo
    I made a few years ago.
    Wouldn't be me if I broke something!


    ~DP

    Published on: March 17, 2023, 2:48 pm

    Terrain Mods - Raine


    There was a bug with terrain mod calculations regarding weapon damage.
    Effectively it was doing nothing. It's likely been that way for over a
    decade or more. That has been fixed, so damage output across the board is
    likely up by 10-20% in the appropriate terrains. If this turns out to be
    too lofty of an increase it will likely be tweaked.

    Published on: March 16, 2023, 2:55 pm

    Beastmaster NPCs - Marisil


    RAWR!

    Beastmaster NPCs were broken in that they were unable to use
    the bond skill, and thus never really used any other skill
    aside from companion. They now should bond properly, so
    they're back to being Hard Targets like Van Damme.

    Cheers,
    Marisil

    Published on: March 15, 2023, 12:34 pm

    Cuppa Changes - Darkpoole


    Werewolve's Moon-Called gets a slight bonus when casting at night time.


    Monk Stick gains Holy Imbue for obvious reasons, and the poison tick has
    been *slightly* increased.

    ~DP

    Published on: March 15, 2023, 11:06 am

    Scout skill - Orion


    Spy Scout skill now adjusts combat terrain modifiers within the room rather
    than the blanket 'Confused' attribute. Probably more helpful for thief
    fighting types and less useful for boosting skills. You can see the
    effects if you are a thief and you type 'mods' in the scouted room.

    ~Orion

    Published on: March 15, 2023, 6:01 am

    Beastmaster Heart Skill - Marisil


    Beastmasters,

    The heart skill's invulnerability functionality has been
    restored.

    Cheers,
    Marisil

    Published on: March 14, 2023, 8:18 pm

    Dodge - Burlok


    Greetings Denziens of Tsunami,

    The dodge skill originally gave an often much greater than 80% chance of
    being immune to any damage. The paint point - I believe - was that you had
    to continually recast it every two rounds except that bludgeon and
    backstab auto casted it for you. So your immunity was limited by your
    available sp or not taking more than ~150 damage per hit.

    I have made some changes:
    * The 50% penalty to Thugs using dodge has been removed.
    * Dodge now counts how many attacks you dodge each round. You have a
    normal (so very high) chance of dodging the first attack. Each subsequent
    attack is harder to dodge. As it gets harder to dodge you will also begin
    taking incidental damage from glancing blows, rolling into things,
    what-have-you when you successfully dodge.


    * The chance to dodge a backstab or bludgeon hit-back has not been changed
    and so you always have a very strong chance to dodge this.

    * Thieves had their max attacks capped at 2.

    * The GOAL of these changes is not to affect traditional thief in-out play
    BUT to reduce dodge classes to "face tank". In theory - under old dodge -
    although tedious if you used "repeat do dodge" you could attack someone
    with combat rounds and be virtually immune to damage under about 100
    points per hit. Hopefully this is not the case any more.

    Published on: March 13, 2023, 11:00 pm

    Re: Dream Tearing Pt2 - Darkpoole


    On Sat Mar 11 07:31:50 2023, Darkpoole wrote:
    > We knew this was coming, the dream tearing may now only be opened once
    per
    > boot by *any* player, and the exp has been nerfed by half. So if
    Brightman
    > opens it up 1 hour after re-boot, you have to wait until next reboot to
    > open it again.
    >
    > ~DP
    >
    If you ask jarrod about the tearing, he'll be able to tell you if its been
    opened or not.

    Published on: March 13, 2023, 1:53 am

    Thieves and Backstab - Burlok


    As an experiment I have re-worked backstab slightly.

    * You can now backstab in combat.
    * Backstabbing in combat reduces your result by about 30%.
    * This combat reduction abates slightly at hero levels. At +18 you would
    have no penalty.
    * It should be slightly harder for npcs to detect thieves at hero levels.

    The goal is to make the class "viable" beyond lower-hero where the
    majority opinion is it stalls out.

    Published on: March 12, 2023, 10:42 pm

    Dream Tearing Pt2 - Darkpoole


    We knew this was coming, the dream tearing may now only be opened once per
    boot by *any* player, and the exp has been nerfed by half. So if Brightman
    opens it up 1 hour after re-boot, you have to wait until next reboot to
    open it again.

    ~DP

    Published on: March 11, 2023, 7:31 am

    Hunter Snipe - Darkpoole


    Sniping a butler no longer pulls it out of the room for ez access to
    someones house.

    ~DP

    Published on: March 9, 2023, 6:34 am

    Paladin Tweaks - Burlok


    Salvation and Last Stand should be working as intended now. If someone
    wants to test it in the arena with me or others that would be great.

    *Fell Cleave potency increased from 65% to 75%.
    *Plunge potency increased from 45% to 55%.
    *Vengeance Aura damage per point of vengeance oath increased.
    *Vengeance Aura damage per hero level increased. (this was done two weeks
    ago)
    *The AC BONUS from Defender Aura was removed (you still keep the level 2
    bonus).


    Early on Vengeance/Dark was the “meta” thanks, in-part, to dream
    weapons.
    It looks like most people now are running Defender/Champion (aka classic
    Paladin).

    If anyone wants to provide fair and balanced insights into why one tree is
    obviously superior or worse than others please let me know. I am not
    dissatisfied with Defender being a popular option because the historic
    meta for the game has been “as much damage as fast as possible” but
    also want to see other things be valid.

    IN PROGRESS: 70% done with the level 30 Paladin ULTIMATE.


    Published on: March 8, 2023, 11:39 pm

    Paladin Respec - Burlok


    I plan on re-doing paladin respec (purge oaths) by the end of April meaning
    the re-spec option will disappear sometime after April 30.

    Currently the intended cost of a respec is "one death" (it will kill you
    and then resurrect you at full xp loss).

    If you are raising or are inclined to raise a Paladin between now and May
    1 and wish to be able to change without penalty please note my intentions
    and plan accordingly.

    Published on: March 8, 2023, 11:18 pm

    Dream Tearing - Darkpoole


    Ah, the Dream Tearing...once a fountain of wealth and riches, now a dry
    well of disappointment and despair (still good exp tho). It's as if the
    dream gods themselves have decided to cut back on their payouts.

    Perhaps they realized that adventurers were getting too comfortable, too
    reliant on their generous gifts. "No more!" they cried. "No more freebies
    for you! You must earn your keep like everyone else!"

    Or maybe they just got tired of seeing all those glittering coins
    scattered haphazardly around their divine realm. "It's a mess in here!"
    they grumbled. "These humans have no respect for neatness and order. We'll
    just have to stop the flow and clean up this place ourselves."

    Whatever the reason, one thing is clear: the Dream Tearing is no longer
    the cash cow it once was. But fear not, brave adventurers! There are
    plenty of other treasures to be found in this world. And who knows, maybe
    the dream gods will change their minds one day and start showering you
    with gold again. In the meantime, keep dreaming big and keep exploring.
    Who knows what other wonders you might uncover!


    ~DP

    Published on: March 8, 2023, 2:24 am

    Newbie Forest - Darkpoole


    I've changed how the newbie forest functions slightly. I nerfed the shit
    out of the goblin because he loves to kill newbies. I've added a training
    dummy north of David where you can test out your skills (keep an eye on
    this area as you may be able to reselect a subclass without having
    reincarnate). Most of the NPCS Ie: Cow, Goblin and Goats will spawn for
    you specifically as you enter the room, so now you dont have to wait a
    reset for the goblin to come back. I'm also open to ideas on how to
    improve it for newbies in general so if you think of something that could
    benefit the area please send me a tell.


    ~DP

    Published on: March 6, 2023, 2:24 am

    Shop 'list' command - Disdain


    Added the option to supply a count to the list command.
    Usage: list , 'list 20', 'list 10 sword'

    Published on: March 5, 2023, 9:16 pm

    Aincrad Shop - Darkpoole


    Aincrad used to have a sell bonus that was multiplied by whatever floor
    level you've managed to reach, it was taken out, while aincrad was closed,
    now aincrads opened up (and has been for awhile), I've reinstated the
    selling bonus, but this may also be rescinded if deemed too OP.
    ~DP

    Published on: March 5, 2023, 9:07 am

    Discord Verify - Krule


    type 'discord' for info, type 'discord verify' to start the process of
    linking your tsunami account to discord. This process is already in the
    website account section and some have already done it. If your name comes
    thru the mud with a hashtag in the middle, this info is for you. If you
    run into issues, bug me.
    ..

    Published on: March 4, 2023, 5:44 am

    Beastmaster Finish Skill - Marisil


    Beastmasters,

    The finish skill execution time has been reduced from 2
    rounds to 1 round. Everything else is the same.

    Cheers,
    Marisil

    Published on: March 2, 2023, 7:22 pm

    Warriors blocking nerf - Chaitan


    Marisil spotted a small coding mistake in warriors which caused
    a random value to always be static. This is the main reason why
    npc warriors could soak so much damage - but no more.

    /C

    Published on: February 28, 2023, 3:53 pm

    Re: Gunslinger Playtesting End Date - Raine


    On Mon Jan 23 16:18:17 2023, Raine wrote:
    > March 1st, 2023 will mark the end of the Gunslinger playtesting period.
    As
    > a reminder all current Gunslinger characters will be reset. Feedback is
    > still open until the date of playtesting close, after which final
    > polishing will be done and a release method decided upon. I would like
    to
    > thank everyone who has (or will still) submitted feedback and bug
    reports.
    > You've all been crucial to the development of this subclass and I don't
    > know what we'd all do without you, so thank you, sincerely, from me and
    > the rest of the wizards. <3
    >
    Due to a serious bug I am closing the testing on gunslinger a day early. I
    apologize if this inconveniences anyone. I would also like to thank
    everyone again for playtesting and submitting feedback. If you haven't
    already please also submit the survey @
    https://forms.gle/n95zTDTXVP8PhnxZ6

    Thank you all for participating!

    Published on: February 28, 2023, 3:40 pm

    Stone Lord - Heloca - Krule


    The bug preventing this quest from being completed is fixed.


    Published on: February 27, 2023, 5:19 pm

    Pixie Pelt - Marisil


    Pixies,

    Pelt now has a chance to launch a second projectile when used
    against a target which is not currently in combat with you.
    This chance is based on the effective level of the particular
    pelt use, and is resisted by the target's awareness.

    Cheers,
    Marisil

    Published on: February 27, 2023, 2:54 pm

    Guts - Burlok


    Greetings Denziens of Tsunami.

    I have made some changes to guts that will somewhat reduce its
    effectiveness. It will still be far superior to "classic guts". We can
    easily monitor how great it is via the mechanism in "score" that will show
    us its ratio.

    Good news! Warriors are now squishier!

    Also, Muul should get a Muul guts read-out in their score now.

    Published on: February 24, 2023, 4:44 am

    Various Changes - Raine


    Demon:
    Lost the hellfire spell.
    Torment now heals part of the damage done on cast.
    Ignite damage increased.

    Werewolf:
    Bonus toughness from form should now properly calculate.
    Pack minimum roll increased and the maximum roll cap increased. (This also
    means pack wolves deal more damage)
    Furiosity damage increased.

    Spider:
    Slightly less squishy outside of their web.
    Toxin deals more damage, and lasts slightly longer.

    Manticore:
    Venom deals more damage, and lasts slightly longer.
    Tail damage increased.
    Spike damage slightly increased.

    Aurumvorax:
    Bonuses from veins increased.
    Combat bonus from territory increased.

    Deathknight:
    Carry penalty for being incorporeal removed.
    Darkfire damage increased.
    Soulrip damage increased.

    Banshee:
    Crescendo cap and effectiveness increased.
    Wail damage beyond first target increased.
    Spectral choir is no longer hard capped. The cap now scales with player
    level. From 1 to 19 this is a very minor nerf, above that it is a buff.

    Mummy:
    Jar bonuses between upgrade levels should be more apparent, but still
    subject to random skill roll variance.

    Chian-Lung:
    Meld now provides a better stealth bonus.
    Scaly command creature HP massively increased.

    Remorhaz:
    Toughness bonus cap from snows increased.
    Frost damage beyond first target increased.

    Wyvern:
    Toxin deals more damage and lasts slightly longer.

    I also fixed a bug with the Crest of Shotoku from the previous change that
    doubled the mighty blow bonus.

    Published on: February 23, 2023, 7:05 pm

    Crest of Shotoku - Darkpoole


    Now enhances the bleed skill a long with Mighty blow and Swipe.

    Published on: February 23, 2023, 7:41 am

    Re: Paladin Changes - Burlok


    On Tue Feb 14 00:39:35 2023, Burlok wrote:
    > * Dark Strike does slightly more psychic damage to a foe under the
    effect
    > of penance.
    >
    > * Champions Spiritual Aura no longer does % healing during wars. It does
    a
    > small amount based on champion oath level (this is a nerf)
    >
    > * Lay Hands now takes 2 rounds when not under the effect of a (HOLY)
    crit.
    >
    > * Lay Hands now takes 1 round when under the effect of a (HOLY) crit.
    >
    > * Lay Hands now costs 25% of MAX SP + 35 when not under the effect of a
    > (HOLY) crit.
    >
    > * Lay Hands now costs 35sp when under the effect of a (HOLY) crit.
    >
    >
    >
    Shield Slam will also root you in the room for about 3 rounds while you
    are in your defensive state.

    Published on: February 14, 2023, 12:40 am

    Paladin Changes - Burlok


    * Dark Strike does slightly more psychic damage to a foe under the effect
    of penance.

    * Champions Spiritual Aura no longer does % healing during wars. It does a
    small amount based on champion oath level (this is a nerf)

    * Lay Hands now takes 2 rounds when not under the effect of a (HOLY) crit.

    * Lay Hands now takes 1 round when under the effect of a (HOLY) crit.

    * Lay Hands now costs 25% of MAX SP + 35 when not under the effect of a
    (HOLY) crit.

    * Lay Hands now costs 35sp when under the effect of a (HOLY) crit.



    Published on: February 14, 2023, 12:39 am

    Mummy Awareness - Raine


    Fixed a bug with mummy awareness while in sands. Before it was being
    calculated incorrectly and not providing the bonus it should have been
    providing.

    Published on: February 13, 2023, 5:32 pm

    Ride - Burlok


    The ride formula prevented riders of a certain level from being able to
    ride mounts near their level at high levels. This particularly impacted
    MUD steed riding Knights.

    I changed the following:
    * You cannot ride something of a higher level than you unless it is a
    steed or mount that you summoned (these can still go level + 3).

    * The formula for ride calculation was made less aggressive at higher
    levels and otherwise tinkered with.

    Recognizing that more than Knights use ride if this somehow bugged another
    class or feature please let me know via bug.

    Published on: February 11, 2023, 12:02 am

    Forged Weapons and Armour - Raine


    Forged equipment can, once again, only be used by the forger.

    Published on: February 10, 2023, 6:21 pm

    Pixie Beta Playtest - Marisil


    Greetings,

    Against my better judgment (due to time constraints regarding
    my availability), Pixie is now open for beta playtesting. It
    was previous restricted to Patrons of a certain tier. Please
    message me if you would like to play one, as I need to unlock
    access to it for your account.

    I do not plan to drop all Pixies to level 1 once playtesting
    has concluded. I painstakingly played one from level 1 to
    19+7, like Samuel L. Jackson in the Dave Chappelle in the
    Samuel Jackson Beer skit (https://youtu.be/AxeDWiM65DE).
    However, if you abuse an exploit or a bug to level your Pixie
    to any degree, your character will be deleted and your account
    will be banished for at least a week. So play nice and you'll
    get to keep your Pixie once it goes GA.

    As hinted above, my time to focus here is limited. Please do
    not expect responses to your comments, questions or criticisms
    to be given in real-time. Also, keep in mind that not every
    subclass is fitting for every player's playstyle. If you try
    Pixie and it just isn't for you, just move on to something
    else. There's a whole other world of entertainment waiting
    for you out there.

    Cheers,
    Marisil

    Published on: February 10, 2023, 1:37 pm

    Wizlist - Raine


    There was a bug in the wizlist logic that prevented apprentice wizards from
    showing up correctly under certain circumstances. This has been fixed and
    should now properly display all apprentices on both the active and the
    full wizlist. Given that, I'd also like to officially welcome Watchman to
    the wizard team!

    Published on: February 9, 2023, 6:57 pm

    Paladin Damage Messages - Burlok


    Hello.

    I have added more damage messages for: Divine Smite, Dark Strike, Fell
    Cleave, Plunge, and Shield Slam.

    I made these using Chat GPT and by teaching it our pronoun substitutions
    so "results may vary" as I mostly copied them in to clean up as we go
    along.

    Feel free to typo and tease our AI overlords or to grovel before their
    power.

    Published on: February 4, 2023, 5:57 pm

    Dream Weapons - Raine


    This has really been a long time coming. I know it will likely upset many
    people but in the end it will be a healthy move for the game. A week from
    today on February 10th, 2023 the special effects of the dream weapons will
    be removed from the game. They will still function as normal for any
    auxiliary features for which they had - quests and what not - but for
    player they will no longer be the unrivaled best option available.

    This change is being made for several reasons. First, the weapons have
    almost always been completely out of QC guidelines, making them an
    absolute nightmare to account for when balancing any class that is able to
    use them. Second, FOMO and gear acquisition anxiety. As they are both
    unique, and some of them time limited there's a lot of room for anxiety
    regarding not being able to partake in the use of them, especially given
    the relative length of boots nowadays. Third is that since they are
    legitimately better than 99% of other weapons in almost every situation
    this will open up the floor for more interesting choices/options.

    I'm announcing this ahead of time because again, I know many people will
    be upset by this and I wanted to give them time to utilize them in one
    final hurrah. Please direct all hatemail to Darkpoole - just kidding,
    direct it to me.

    Published on: February 3, 2023, 1:33 pm

    Mindrip - Burlok


    The Mother is fickle and has adjusted the mindrip of her heroic wisps.

    Published on: February 1, 2023, 12:09 am

    Gunslinger Playtest Survey - Raine


    Gunslingers will now see a new prompt upon login regarding a playtest
    survey. Obviously you're not required to submit it, but it will be helpful
    for finalizing the subclass after playtesting officially closes. No
    changes will occur to the subclass between now and playtest closing so
    feel free to submit any feedback you have knowing changes won't affect
    your submissions. Thank you again to everyone who participated!

    Published on: January 31, 2023, 4:45 pm

    Beholder Multi-Beam - Burlok


    Greetings denziens of Tsunami.

    There were 5 bugs / ideas related to "multi-beam".

    * The code behind tweaking your multi-beam was cleaned up. Its
    theoretically "better" unless its broken and then you should bug it with
    some details.

    * You have a new command "beholderstats" to see your beam settings and how
    many points you have available.

    * You no longer have to pay coins to "sacrifice" in order to get your
    points. You now just get your points.

    * You also get more points at various hero levels. Check out the
    help-file.

    * All Beholders should be able to RESET their multi-beam one-time for
    FREE.

    Published on: January 28, 2023, 3:55 pm

    Sirene Drown + Quell - Marisil


    Greetings,

    Sirenes will no longer annoyingly be able to hit you with
    drown DoT after they have peaced you with quell. As soon as
    you take damage from the drown, it will break the peace.

    Cheers,
    Marisil

    Published on: January 27, 2023, 11:44 pm

    Click - Burlok


    I created a helpfile for the "click" command which was an undocumented
    command some players have used for years and others may have never known
    about.

    I have adjusted the "click cost" to 50% of your max sp.

    Enjoy?!

    Published on: January 27, 2023, 11:41 pm

    Shaman Channel Song - Marisil


    Shamans,

    Channeling corpses will now give more materia than it used to
    dependent upon the rarity of the materia being acquired.
    Tiers 1-3 receive this benefit, with tier 1 receiving the
    biggest boost and tier 3 receiving the least. Keep in mind
    that the base amount of materia gained is still based on the
    level of the corpse being channeled. So think of the bonus
    as a multiplier, tier 1 being the largest and tier 3 the
    smallest. This is intended to help lowbie and midbie
    Shamans with their materia management.

    Cheers,
    Marisil

    Published on: January 26, 2023, 9:04 pm

    Paladins / Vending Machines - Burlok


    Greetings.

    Paladins were designed with numerous baked in buffs (their spiritual
    auras) and as a result are unable to receive a large number of buffs (help
    paladin specials / PURE OF BODY).


    I had not restricted their access to vending machines initially because I
    didnt want to limit their ability to participate in Aincrad but having
    looked at testing information and talking with players Ive decided to go
    ahead and restrict their vending machine access.


    Happy to listen to any feedback or proposed alternate changes.

    Published on: January 24, 2023, 9:55 pm

    Gunslinger Playtesting End Date - Raine


    March 1st, 2023 will mark the end of the Gunslinger playtesting period. As
    a reminder all current Gunslinger characters will be reset. Feedback is
    still open until the date of playtesting close, after which final
    polishing will be done and a release method decided upon. I would like to
    thank everyone who has (or will still) submitted feedback and bug reports.
    You've all been crucial to the development of this subclass and I don't
    know what we'd all do without you, so thank you, sincerely, from me and
    the rest of the wizards. <3

    Published on: January 23, 2023, 4:18 pm

    Paladin Adjustments - Burlok


    * DARK STRIKE/DIVINE SMITE changed from Str/Int of 60%/40% to 80%/20%.

    * FELL CLEAVE/PLUNGE/SHIELD SLAM changed from Str/Int to Str/Con and the
    ratio was adjusted from 60%/40% to 80%/20%

    * The reward for dispelling PENANCE with 2 DARK STRIKES received a
    moderate increase.

    * The amount of extra time you have to DARK STRIKE a PENANCE twice was
    reduced to two additional beats with a three round cooldown DARK STRIKE.
    This allows for 1 – 2 timing errors but not 7.


    * The critical strike amount of DARK STRIKE / DIVINE SMITE was increased.

    ** You will CRIT every 6 rounds if you don’t crit naturally before (this
    is not a change) but letting you know.


    Published on: January 21, 2023, 9:16 pm

    Preservers - Burlok


    The Preservers of Tsunami felt as if their berries were not nourishing
    enough. Also, they rarely group up and with the quasi-peaceful state of
    Tsunami restoration is less appealing.


    * The berries generated by the berry prayer will be more effective on the
    MUD.
    ** They will be even more effective on Preservers.
    -- Preserver NPCs will probably be more annoying to kill due to additional
    healing.

    * The restoration prayer now sews regenerating flowers in the room.
    ** This will cause some healing to the Preserver and party members every
    few ticks.

    Published on: January 21, 2023, 12:29 am

    Vending Machine - Raine


    The cost of cans has been reduced by 5% globally.

    Published on: January 21, 2023, 12:03 am

    Destroy Undead - Burlok


    The way "destroy undead" targetted undead caused it sometimes to not target
    undead.

    At least based upon 3 bug reports.

    Ive updated it to hopefully select them a bit more carefully so if you
    have given up on the prayer it may work better now.

    Published on: January 20, 2023, 12:40 am

    Paladin Timing Re-Tool - Burlok


    *Divine Smite received a moderate base potency increase.
    * Penance cooldown increased to 4 rounds.
    * Penance effect fades from target after 2 dark strikes and does
    additional psychic damage upon fading.
    * If the penance effect is cleared by 2 dark strikes it will return dark
    power.
    * Dark Strike cooldown reduces by 1 round at Dark Knight rank 3.
    ** Dark Strike cooldown is therefore 2 rounds w/ Dark Knight 3 and Templar
    2.
    * Fell cleave potency received a moderate increase.
    * Fell cleave cooldown increased to 6 rounds.
    * Shield slam potency received a slight increase.
    * Shield slam cooldown increased to 6 rounds.
    ----
    NOTE 1: PLUNGE. You can PLUNGE at any time within the fell cleave cooldown
    window. PLUNGE does not require you immediately follow a fell cleave and
    is better woven in amongst cooldowns (as its instant) than immediately
    executed.


    NOTE 2: Dark Knight was supposed to emphasize DARK STRIKES when a foe was
    under PENANCE. The changes are an attempt to encourage this behavior.

    An optimal Dark Knight rotation should look more like:
    PENANCE
    DARK STRIKE
    SHIELD SLAM/FELL CLEAVE
    DARK STRIKE
    PENANCE
    DARK STRIKE
    DEFEND/PLUNGE
    DARK STRIKE
    <>

    Published on: January 17, 2023, 11:40 pm

    Paladin Changes - Burlok


    Slightly increased dark echos echo factor.

    Slightly increased the melee multiplier granted by vengeance aura.

    When dark echo echoes your shield slam you will now have a chance of
    gaining the increase for an additional round.

    Put "auto retribution" back into the game for testing. See "help prayers
    retribution". Being lazy in this manner does decrease the spell potency
    somewhat.

    Various bug fixes including (hopefully) Dark Knights still being able to
    aura their echos. I dont think this was actually doing anything because it
    clones the players buffs and ignores its own but ...

    Published on: January 17, 2023, 4:48 am

    Paladin Changes - Burlok


    The VENGEANCE specialty lost a significant amount of bonus melee (combat
    hit) damage from its aura. This did not affect the bonus from OATH 1. It
    would also affect Dark Echo.

    The RETRIBUTION prayer was re-balanced to a more standardized resistance
    scale. It should still be very good for an instant cast.

    CHAMPION 4 religion was re-scaled from 60% (str) / 40% (int) to 80% (str)
    / 20% (int).

    Published on: January 14, 2023, 3:50 am

    Paladin Changes - Burlok


    The CRITICAL damage component of Dark Strike and Divine Smite was reduced.
    When a DARK STRIKE crits it will now provide a little bit of additional
    holy power.
    The PSYCHIC DAMAGE of DARK STRIKE was slightly reduced.
    Dark Echo is somewhat worse at echoing the Dark Knight particularly at
    higher skill levels.
    At Dark Knight 4 the Dark Echo will echo weapon strikes slightly more.

    The amount of bonus weapon-skill Vengeance gained was reduced slightly.

    Published on: January 13, 2023, 3:42 pm

    Paladin Updates - Burlok


    * Moderately decreased the amount of hp healing from penance.
    * Moderately decreased the amount of sp healing from dark strike.
    * Moderately decreased the amount of passive per-tick hp-sp regen from
    divinity aura.
    * Eliminated holy power gains from weapon specialties.
    * Elminated judgement gain from plunge.
    * Increased the amount of "bonus skill" gained from divinity aura (reduced
    the required levels per stage increase).
    * Slightly decreased the bonus block chance from shield slam (this was
    after fixing a bug that halved it the other day). So its still better than
    it was on Day-1.

    Published on: January 11, 2023, 2:07 am

    Muul - Burlok


    The Muuls on Tsunami realized they are not very popular! Likely due to
    their questionable heritage as the offspring of dwarves and humans BUT
    ALSO likely because their passive guts ability quickly used up their
    spell-points with no way to stop it. No longer!


    The Muul race how has the command "guts-toggle" which will turn their
    racial ability on and off.

    The setting will show up in score.

    The setting will remain between logins (so if you prefer it keep it off
    turn it off and never look back).

    I did UPDATE the calculations to be more similar to the current version of
    the guts shadow. Their innate skill is certainly less but its no longer
    strictly a 1:1 ratio.

    Published on: January 10, 2023, 4:11 am

    Paladins - Missing XP & MORE - Burlok


    If you were forced to CHANGE YOUR RACE then there is a possibility your xp
    is "borked".

    Rather than making you track down a wizard you can type: "palreset"

    The command "palreset" will reset your XP ONLY IF you had to select a NEW
    RACE.

    The command "palreset" will only work ONE TIME.

    The command "palreset" will be removed at the end of the month BUT if for
    some reason you still need the reset done you can contact me.


    --Other Items--
    * Fixed some errors that were generating sensitive minds.
    * Re-Enabled LAY HANDS to "crit-trigger" insta-smite.
    * Updated the helpfile for AVENGER based on some changes (and fixed some
    Avenger item bugs).
    ** You can now change the damage type of the Avenger.
    ** Avenger will now do some bonus damage based upon player level to
    make it a more competitive choice with other high WC weapons.

    Published on: January 9, 2023, 11:17 pm

    Re: Paladin - Open Beta - Burlok


    On Fri Jan 06 22:55:02 2023, Burlok wrote:
    > I have converted "Paladin2" into "Paladin".
    >
    > When you login an existing Paladin you will automatically be converted.
    > The new Paladin does have some racial restrictions so as part of the
    > conversion you may be logged out and forced to select a new race.
    >
    >
    > Understanding that there are a lot of "choices" I am keeping the re-spec

    > command ("purgeoath") as one that can be freely utilized. I anticipate
    > this command costing a Paladin "one death" in the next few months but
    will
    > provide at least 30 days notice so people can re-spec for free one final

    > time.
    >
    >
    > I am looking for feedback and - to those of you who enjoy writing
    messages
    > - some messages for several skills which only have a handful at the
    > moment.
    >
    > See: "help paladin", "help paladin orders", "help paladin oaths", "help
    > paladin specials"
    >
    > If you were testing Paladin2 please shoot me a tell and I will
    compensate
    > you for the time you spent testing.
    >
    "What race should I pick"

    Due to the restriction all will be about equal. However it is a largely
    strength based class although it does utilize the religion skill also.

    Published on: January 6, 2023, 10:58 pm

    Paladin - Open Beta - Burlok


    I have converted "Paladin2" into "Paladin".

    When you login an existing Paladin you will automatically be converted.
    The new Paladin does have some racial restrictions so as part of the
    conversion you may be logged out and forced to select a new race.


    Understanding that there are a lot of "choices" I am keeping the re-spec
    command ("purgeoath") as one that can be freely utilized. I anticipate
    this command costing a Paladin "one death" in the next few months but will
    provide at least 30 days notice so people can re-spec for free one final
    time.


    I am looking for feedback and - to those of you who enjoy writing messages
    - some messages for several skills which only have a handful at the
    moment.

    See: "help paladin", "help paladin orders", "help paladin oaths", "help
    paladin specials"

    If you were testing Paladin2 please shoot me a tell and I will compensate
    you for the time you spent testing.

    Published on: January 6, 2023, 10:55 pm

    Thugs / Brawling - Burlok


    The Thugs of Tsunami have abandoned their martial arts in favor of
    brawling.

    Thugs lost unarmed but received brawling. They receive bonuses similar to
    what bandits receive.

    Published on: January 5, 2023, 11:49 pm

    Re: Snipe - Burlok


    On Tue Dec 27 19:52:13 2022, Burlok wrote:
    > Greetings. The Hunters of Tsunami have lodged complaints that sniping
    foes
    > does not gain teeth. Understanding this, an npc counter-sniping training

    > program was instituted. NPCs are now more wary of being sniped but being

    > sniped grants teeth.
    >
    >
    > This is in response to multiple bug requests.
    >
    > How snipe works now:
    > 1) You snipe an NPC in another room. If the NPC has not been previously
    > sniped and your snipe skill is better than an awareness check then your
    > first snipe does extra damage (currently 25%)
    > 2) Once an NPC is sniped it will attempt to counter snipe you. Each
    > successive snipe increases its chance to locate your hiding place (the
    > room you are in). The initial chance (currently starting chance is less
    > than 4%-5%). This chance increases with each snipe attack.
    > 3) If the NPC locates you then it runs into the room you are in and
    attack
    > you.
    > 4) There is nothing to prevent you from leaving and sniping more but it
    > will keep its increased chance to find you for some time.
    >
    > A SNIPE kill now grants TEETH.
    >
    >
    A SNIPE will now grant a lesser amount of PENETRATE if the sniper has the
    PENETRATE skill. Slightly increasing future snipes.

    A foe that finds a sniper will now have a normal chance to fall victim to
    any FIREPIT or PUNGI traps set in the room where the SNIPER is.

    A foe that enters the room to attack a sniper should be less likely to
    "hunt" them. The SNIPER should know they are coming.

    The FIREPIT and PUNGI traps were very slightly increased to do more damage
    based upon skill. Previously there amount was static no matter what your
    skill was.

    Published on: January 1, 2023, 8:36 pm

    Snipe - Burlok


    Greetings. The Hunters of Tsunami have lodged complaints that sniping foes
    does not gain teeth. Understanding this, an npc counter-sniping training
    program was instituted. NPCs are now more wary of being sniped but being
    sniped grants teeth.


    This is in response to multiple bug requests.

    How snipe works now:
    1) You snipe an NPC in another room. If the NPC has not been previously
    sniped and your snipe skill is better than an awareness check then your
    first snipe does extra damage (currently 25%)
    2) Once an NPC is sniped it will attempt to counter snipe you. Each
    successive snipe increases its chance to locate your hiding place (the
    room you are in). The initial chance (currently starting chance is less
    than 4%-5%). This chance increases with each snipe attack.
    3) If the NPC locates you then it runs into the room you are in and attack
    you.
    4) There is nothing to prevent you from leaving and sniping more but it
    will keep its increased chance to find you for some time.

    A SNIPE kill now grants TEETH.


    Published on: December 27, 2022, 7:52 pm

    Paladin2 Testing - Burlok


    A templar calls-out for divine power and wades into the undead horde
    smiting the scourge back to the shadow realms.

    A defender protects the innocent souls of the village from the onslaught.
    He slams his shield into the unending mass of the dead holding back the
    tide of damnation.

    A divine champion raises his holy weapon before the scourge and commands
    them to leave the realm. His words exorcise the damned in a pyre of holy
    fire.

    ----
    Paladin2 has been opened to Patreon testers and can be created from the
    login menu. The goal has been to create a flexible style of class where
    you can mix and match several skill trees to fit your own playstyle or
    class fantasy (thanks to Chaitan for inspiration via Vampires and Wujen).


    Please review the helpfile including: help paladin oaths, help paladin
    orders, and help paladin specials

    You may currently respec without penalty (see command oaths and
    purgeoaths) to try different trees.

    I am looking for quality feedback on design. Ive run through all the trees
    at a basic level but Im not a high-speed player. The goal is to need to
    rotate abilities and not repeat a single skill. Dark Knight and Divine
    Champion should play somewhat differently.


    I am also looking for feedback on messages. Theres a lot of room for
    improvement here and am happy to look at incorporating more themely stuff.

    WARNING: Progress from Paladin2 testing will not carry over to a Paladin
    conversion. This is so I can manipulate tester levels as appropriate and
    generally cheat code some aspects of play for testing purposes.

    If you are not a Patreon but want to contribute I am happy to discuss the
    value you would bring to testing and then set you up with a character.

    Published on: December 24, 2022, 7:45 am

    Defend - Burlok


    The Fighters of Tsunami who specialize in defense have continued to hone
    their craft. They may now actively defend for a few seconds increasing
    their chance to block or partially block effects for a few seconds.


    The Knights of Tsunami will automatically gain this "defense state" after
    a successful charge but this auto-defense will not last as long as if it
    were manually activated.

    The NPCs Warriors of Tsunami do not know that their defend skill is active
    due to ever present concerns about their OP state we shall keep it a
    secret (though honestly losing a round of damage to defend would probably
    make them less deadly).


    "help skills defend"

    Published on: December 23, 2022, 8:13 am

    Ogres - Burlok


    The gluttony well-known amongst the Ogres of Tsunami have made them the
    realm's premier constitution race.

    Because often 2-hswords are just as deadly as normal swords the races
    constitution and stupidity will also sometimes make them forget to take a
    small amount of damage when struck.


    "help ogre"

    Published on: December 19, 2022, 8:17 pm

    Ghoul Organs - Burlok


    Organs decay after 5 minutes.
    Strips of Flesh decay after 2.5 minutes.
    Adrenal glands no longer have weight.

    Published on: December 3, 2022, 7:40 pm

    Hydras - Burlok


    Hydras are now immune to all exhales (not just their own).

    When a Hydra exhales in a room that has exhale it will strengthen the
    existing exhale rather than making a new instance. The last hydra to
    strengthen the cloud becomes its owner for the purposes of determining
    aggressor with future hits.

    Published on: November 19, 2022, 3:27 pm

    Medusa - Chaitan


    can now wear gloves, cloak, rings and other.

    Published on: November 8, 2022, 10:30 am

    Mummy Jars - Burlok


    I have fixed a long standing bug where newly created mummies cannot upgrade
    their jars until they re-log.


    Published on: November 5, 2022, 1:09 am

    Worms 2.1.1 - Burlok


    With the changes to stomach and swallow a few months ago I have also
    refined digestion levels. You now gain 1 digestion level per tick when you
    have something alive in your stomach. You now lose 1 digestion level per
    tick when you have nothing alive in your stomach. Remember you only spit
    things out when you lose your stomach hp and so its theoretically less of
    a fight now to keep the level up so there is less of a need to "pad the
    level" by having bile sometimes add to it.


    Somewhat reduced worm defenses from intestines (the free resist and
    toughness).

    Published on: October 29, 2022, 9:59 pm

    Gunslinger Balance Wave v5 - Raine


    Bulletsmith:
    - Now provides bonus damage if you have cartridges remaining to all
    skills.

    Shelling:
    - Energy cost increased from 20 to 25.
    - Increased pistol(s) base power 80 from to 85.
    - Increased shotgun base power from 50 to 60.
    - Increased rifle base power from 120 to 125.

    Quickdraw:
    - Quickdraw cost increase from 10 to 15.
    - Increased shotgun base power from 25 to 30.
    - Increased rifle base power from 50 to 55.
    - Now displays health check after skill use. (Quality of life change for
    bouncing.)

    Fan the Hammer:
    - Energy cost per bullet reduced from 22 to 10.

    Toughness:
    - Moderate toughness boost to flatten damage spikes.

    Talents:
    - True Grit now also provides a toughness bonus per level
    - Gun exp toggling is now a set.
    -- This means if you have it set and you log out, it will be set when you
    log back in.
    -- Note: This means if you have it set before war, your war experience
    will funnel into your gun.
    - You should now receive a message when you have gained a new talent
    point.
    -- Exp ratio for gun experience is now:
    --- 1-10 - 1:1 (100%)
    --- 11-19 - 1:2 (50%)
    --- 20+ - 1:3 (33%)

    - Tier 1:
    -- Basic Grip, Crude Sight, Furtive Tactics and Incendiary Research cost
    reduced from 10 points to 5 points.
    -- Caliber, and Energy Efficient cost reduced from 5 points to 2 points
    per step.

    - Tier 2:
    -- Swagger cost reduced from 20 points to 10 points per step.
    -- Cyro Research cost reduced from 40 points to 20 points.
    -- Molded Grip, Iron Sight, and Medium Ammo Pouch cost reduced from 30
    points to 15 points.

    - Tier 3:
    -- True Grit and Enhanced Energy Reserves cost reduced from 100/50 points
    to 25 points per step.
    -- Advanced Grip, Enhanced Optics, and Large Ammo Pouch cost reduced from
    50 points to 30 points.
    -- Voltaic Research cost reduced from 75 points to 50 points.

    - Tier 4:
    -- Kill Shot cost reduced from 1000 points to 500 points.
    -- Dual Elementalist cost reduced from 500 points to 200 points.
    -- Toxicology Research cost reduced from 750 points to 500 points.
    -- Hidden Power cost reduced from 500 points to 250 points per step.

    Published on: October 26, 2022, 5:26 pm

    Caravan Destinations - Burlok


    The vice president of CARAVAN INC ordered an annual assessment of caravan
    routes across Tsunami and has determined an increase in interest near the
    village of FIVILLE as well as the town of BREE. Caravan stops are now
    offered to these locations.

    Published on: October 26, 2022, 12:08 am

    Gunslinger Balance Wave v4 - Raine


    Quickdraw:
    Cost reduced from 30 to 10.
    Base power for rifles increased from 40 to 50.
    Base power for pistol(s) increased from 60 to 65.
    Now has hitback similar to backstab.

    Coin Toss:
    If this skill is the first skill used in the round, it will no longer take
    your action for the round.
    No longer has bad things happen to the Gunslinger. Instead they will have
    great things, or only okay things.
    If in active combat will sometimes drain the luck of the person with which
    they are in combat.

    Fan the Hammer:
    Cast time reduced from 1 round to instant.
    Energy cost per bullet increased from 11 to 22.
    Cooldown increased from 5 rounds to 10 rounds (20 seconds) base.
    If the skill kills a target the cooldown is halved (5 rounds / 10 seconds)
    and half of your maximum energy is restored.
    This should make Fan the Hammer more effective as the finisher it was
    intended to be in the first place.

    Published on: October 25, 2022, 4:58 pm

    Re: Tells and Channels Addendum 2 - Raine


    On Wed Oct 19 21:58:58 2022, Raine wrote:
    > I have split the functionality so you can disable it on channels and
    tells
    > separately.
    > Disable it for channels: setenv hide_alts_channels 1
    > Disable it for tells: setenv hide_alts_tells 1
    >
    > If you want both disabled you'll have to set them both.
    >
    > You can also now choose your separator character from a few valid
    options:
    > | @ # / \ - ~
    > setenv alt_separator_char @
    > Would show something like: Raine@Selune
    >
    > Also, only wizards 500 or above are forced to use their wizard, any
    wizard
    > under that should default to their main, or their biggest character if
    the
    > main character isn't set.
    >
    I forgot to add that if you're on the character that would prefix your
    currently logged on character for public channels, it won't do that
    anymore. E.G. no more Raine|Raine

    Published on: October 21, 2022, 3:39 pm

    Tells and Channels Addendum 2 - Raine


    I have split the functionality so you can disable it on channels and tells
    separately.
    Disable it for channels: setenv hide_alts_channels 1
    Disable it for tells: setenv hide_alts_tells 1

    If you want both disabled you'll have to set them both.

    You can also now choose your separator character from a few valid options:
    | @ # / \ - ~
    setenv alt_separator_char @
    Would show something like: Raine@Selune

    Also, only wizards 500 or above are forced to use their wizard, any wizard
    under that should default to their main, or their biggest character if the
    main character isn't set.

    Published on: October 19, 2022, 10:58 pm

    Wyvern - Catalyze - Raine


    All poisons now take the same amount of time to catalyze.

    Published on: October 8, 2022, 4:54 pm

    Burloks Sept 22 minor change round-up - Burlok


    Things I have messed with recently that did not warrant their own post.
    These are bug-fixes / "improvements" and not balance related. Just for
    those who meticulously track stuff.


    The spell STRENGTH was replaced by UNBURDEN
    ILLUSIONISTS remembered how to cast PHANTOM DAGGER
    CHARM SPELLS now show duration as HEART BEATS instead of SECONDS
    If you DECAPITATE a ZOMBIE the HEAD will keep fighting you
    THORNS (shield) now runs out based on displayed timer ONLY and not the
    HIDDEN SECOND TIMER
    SPEECH no longer has a COOLDOWN
    Thalamur Urn is now summons sands that are more useful to high level
    mummies
    SCALY COMMAND monsters now have more appropriate aliases
    DEAD SHENLUNGS no longer get DOUBLE WATERFIRE on DEATH


    Published on: October 7, 2022, 5:05 am

    Monster/Horror/Fey/Dragon Equipment - Raine


    There was a small logic issue preventing these classes from wearing certain
    pieces of equipment they should have been able to wear. It's fixed now.

    Published on: October 6, 2022, 6:14 pm

    Tells and Channels Addendum - Raine


    Following player feedback, you will now see the designated main and the
    currently speaking character. For example: Raine|Selune if I were speaking
    from Selune.

    In addition, you can now setenv hide_alts to disable tell forward and only
    display your current character on public channels.

    Published on: October 4, 2022, 10:10 pm

    Tells and Channels - Raine


    Tells will now auto-redirect if the player you're telling has an online
    character and you attempt to send the tell to one of their characters that
    is not online.

    Channels will now display the name of your:
    Wizard if it exists, else
    Main character if it's set, else
    Your highest level (non-test) character

    Published on: October 4, 2022, 6:46 pm

    First Login Streak Bonus - Raine


    I made a post about adding login streak tracking previously. Today it now
    incurs a bonus. Players now get a 1% exp bonus per day for up to 10 days
    (10% cap.)

    Published on: October 1, 2022, 6:14 pm

    Warriors - Burlok


    Greetings Denziens of Tsunami,

    I hear warriors are really tough now. I will admit that I may have a
    slight bias towards them being awesome because often when people are
    complaining about them its because they are having trouble fighting 4 or 5
    at once. However I do also want to recognize that changes I made to guts
    (primarily) may have made them very tough at high levels.

    To be fair though they used to not even turn guts on until they were
    low-HP and so when I automated it to come on that it was probably
    surprising. So it was kind-of a double whammy.


    I thought maybe that bit of information would be interesting.

    I think one of the big problems with warriors is they get “all of the
    skills”. I think in a somewhat improved version ot the class warriors
    would specialize in some way and so you could tune them based on their
    specialization rather than being huge and having ever skill under the sun.
    Maybe someday, for now ...


    * SMASH now gets REDUCED when you do not have a HEAVY weapon rather than
    INCREASED when you do.

    * GUTS now soft-caps at a HEROIC level of skill so INCREASING STATS are
    less likely to drive it to INSANITY.

    * Warriors with SHIELDS had their overall WC from weapon skills DECREASED.

    * WHIRLWIND was SLIGHTLY decreased.

    Published on: October 1, 2022, 7:03 am

    NPC Warriors - Raine


    NPC warriors are now slightly less intelligent. Sometimes when they used to
    feint, they will instead smash or whirlwind.

    Published on: October 1, 2022, 5:53 am

    Re: Upcoming Change: Removal of Guild Buffs - Raine


    On Fri Sep 30 15:10:05 2022, Raine wrote:
    > Certain guilds that aren't allowed to wear much equipment have had an
    easy
    > method of gaining bonuses via guild buffs by offering a corpse, or a
    > random item. This was a seemingly fair trade, as they also had higher
    > costing heals, the nonhumanoid tax, etc. I am going to finish removing
    the
    > differences between the cost and usefulness of heals between humanoids
    and
    > nonhumanoids so that there will just be heals. In doing so, I will also
    be
    > removing guild buffs. The guild buff removal will go live tomorrow,
    > October 1st, 2022. Posting this today so everyone can have one last
    > hurrah.
    >
    This change is now live.

    Published on: October 1, 2022, 5:27 am

    Herbalist Dart Crafting - Raine


    You can now setenv autopoison and when you craft darts it
    will attempt to apply poison to them. You have to have enough herbs to
    poison every dart crafted for that craft, as well as have an orb of
    concentration that will cover the SP cost (10 per dart.)

    Published on: September 30, 2022, 5:32 pm

    Upcoming Change: Removal of Guild Buffs - Raine


    Certain guilds that aren't allowed to wear much equipment have had an easy
    method of gaining bonuses via guild buffs by offering a corpse, or a
    random item. This was a seemingly fair trade, as they also had higher
    costing heals, the nonhumanoid tax, etc. I am going to finish removing the
    differences between the cost and usefulness of heals between humanoids and
    nonhumanoids so that there will just be heals. In doing so, I will also be
    removing guild buffs. The guild buff removal will go live tomorrow,
    October 1st, 2022. Posting this today so everyone can have one last
    hurrah.

    Published on: September 30, 2022, 4:10 pm

    Herbalist Pouch - Raine


    +100 capacity per hero level.
    Also:
    Original idea: 17854 by Finngalkn
    Now upgradeable for gold. Type 'pouch' for additional info (only works if
    you're an herbalist.)

    Published on: September 19, 2022, 5:44 pm

    Gunslinger Balance Wave v4 - Raine


    Max energy calculation changed to: 100 + (non-temp constitution / 10)
    You now receive a bonus to max energy per level. Level 1 through 18 is 1
    energy per level, 19 grants 2 for 20 total. After that you gain 2 max
    energy per hero level.
    Two new talents:
    - Tier 3 (level 15) - Enhanced Energy Reserves: 5 ranks, 50 points per
    rank. Increases maximum energy by 5 per rank.
    - Tier 4 (level 19+1) - Hidden Power: 5 ranks, 500 points per rank.
    Increases maximum energy by 5 per rank.
    Two talents changed:
    - Tempered Bore is now Energy Efficient and it increases your energy
    regeneration per round.
    - Advanced Grip now grants 5 WC, up from 3.
    Talent poin acquisition cost reduced:
    - Tier 1: 100k -> 50k
    - Tier 2: 250k -> 150k
    - Tier 3: 1m -> 500k
    - Tier 4: 10m -> 7.5m
    Energy regeneration bonus from resting reduced - approximate 60% total
    reduction.
    Gun experience gain has changed in the following ways:
    - Levels 1 through 15 have unfiltered exp.
    - Levels 16 through 19 have a 50% filter.
    - Hero levels have a 66% filter.
    - Your gun now _always_ leeches a portion of your experience. 25%, still
    passed through the above filters.
    Exhaustion will now always prevent movement.
    Coin Toss wants to know if you feel lucky, punk. Well, do you?

    Published on: September 8, 2022, 4:11 pm

    Warrior - Smite Renamed - Raine


    The warrior skill smite has been renamed to smash. Any player characters
    will be refunded for exp spent on it, and can put that experience into
    smash. Nothing else about the skill has been changed.

    Published on: September 7, 2022, 6:14 pm

    Party Say - Raine


    Instead of showing "You party say:" it will now display like all other
    messages ~

    Published on: August 31, 2022, 10:46 pm

    Thieves and Thugs in Aincrad - Raine


    They are now always considered to be 'partied' for the means of using their
    abilities while already in combat.

    Published on: August 31, 2022, 4:44 pm

    New login display - Raine


    I implemented tracking for daily logins a while back and never did anything
    with it. You can now see it when you log in. It will be colored the same
    as your 'tips' coloring. Currently this number is nothing other than
    bragging rights, but that will change soon(TM)

    Published on: August 29, 2022, 5:44 pm

    Gunslinger Balance Wave v4 - Raine


    Replaced the tier 1 talent "small ammo pouch" with "furtive tactics" which
    grants silentwalk. Shotgun mastery users get a penalty to silentwalk.
    Shotgun users now get a higher bonus to intimidate.
    The base cartridge limit is now 30 (up from 20.)
    During playtesting you can now "gunslinger reset talents" to clear your
    talents. Once it goes live this will be removed.
    Talent point acquisition reworked:
    The first point is 50k experience.
    The 2nd-76th are 100k experience each.
    The 77th through 307th are 250k experience each.
    The 308th through 732nd are 1 million experience each.
    The 733rd through 4482nd are 10 million experience each.

    This will probably be adjusted some more, but we'll see how this round
    plays out.

    Quickdraw damage is slightly different: Pistols > Rifle > Shotgun
    Shelling damage is slightly different: Rifle > Pistols > Shotgun
    Fan The Hammer damage is slightly different: Pistols > Rifle/Shotgun

    Combat rounds should be somewhat normalized (non-action rounds) however
    dual pistols should get about twice as many regular combat rounds as the
    other two.

    Published on: August 18, 2022, 4:03 am

    Changes for Changer, the Chronicles of Changeling - Raine


    Some of the form levels have been rearranged.
    Python is now gained at level 10.
    Tiger is now gained at level 13.
    Mushroom is now gained at level 15.
    Bear is now gained at level 17.
    Phoenix form has been removed.

    Mushroom now costs 100 piety (down from 550) and passively gains piety
    every 60 seconds.
    The number of piety gained is a base of 10, and is increased by the room
    being purified as well as the light in the room.
    Mushrooms thrive in darkness, the darker it is, the more piety you will
    generate. If it is bright however, it will reduce
    the amount of piety you gain, down to a minimum of 1. This effect is
    _snapshotted_ in that it will always use the numbers
    from when you shifted into the form. This will prevent players from
    walking into the room with bright lights just to grief.

    Published on: August 16, 2022, 4:33 pm

    Re: Resistance - Orion


    On Fri May 13 03:27:23 2022, Orion wrote:
    > This is a pretty broad change and one I will trial to see how we feel
    about
    > it. Basically I have changed all skill resistances to be based on a
    > percentage rather than a fixed value. So for example:
    >
    > Current:
    > Cast Blast: 250 skill level
    > Monster Resistance: 200
    > Damage = 250 - (random 0 - 100) - Resistance / 2
    > Damage = 50 - 150
    >
    > New
    > Cast Blast: 250 skill level
    > Monster Resistance: 200
    > Damage = 250 - (random 0 - 100) * (250 / (250 + Resistance))
    > Damage = 83 - 138
    >
    > So this reduces randomness slightly. This smoothing will become more
    > noticable if you attack something much larger than yourself:
    >
    > Cast Blast: 200 skill level
    > Monster Resistance: 400
    > Damage = 200 - (random 0 - 100) - Resistance / 2
    > Damage = -100 - 0 (always fail)
    >
    > New
    > Cast Blast: 200 skill level
    > Monster Resistance: 400
    > Damage = 200 - (random 0 - 100) * (200 / (200 + Resistance))
    > Damage = 33 - 66 (not great - but at least its something)
    >
    > Some skills are _meant_ to fail (like charm) - so if you find yourself
    > able to charm lvl 50 mobs, please bug it to me.
    >
    > Feedback welcome!
    >
    > ~Orion
    >
    So it looks like there was a *slight* error in the resistance calculation
    for skills that meant resistance was half what it should have been.
    Whoops! Glad somebody noticed (*cough* not *cough*). This has been fixed
    and uh, this might make a slight difference in skill damage output. On
    the flip-side this might reduce warrior damage as well!

    ~Orion

    Published on: August 15, 2022, 3:02 pm

    Re: Gunslinger Balance Wave v3 - Raine


    On Sat Aug 13 00:06:31 2022, Raine wrote:
    > Energy regeneration bonus from adrenaline rush halved from 20 to 10.
    > Bullet Storm talent (last tier) replaced with Adrenaline Junkie talent.
    > Adrenaline Rush baseline now lasts 10 rounds and no longer forces you
    into
    > exhaust when it expires. It also no longer removes your action per round

    > cap or restores your energy to full.
    > Upon learning Adrenaline Junkie the duration drops to 5 rounds, you will

    > restore your energy to full immediately, your action cap is removed, and

    > you will regen 20 energy per round bonus and will cause exhaustion, same

    > as before.
    > Getting kills while on an adrenaline rush will extend the duration of
    > adrenaline rush by 1 round.
    >
    > Talent point cost reduced from 10 million per, to 2 million per and the
    > point costs (and level requirements) of the lower talents have had their

    > point costs reduced, while some of the upper talents have had them
    > increased. This should allow you to get WC bonuses at lower levels, gain

    > bulletsmithing access faster, and generally smooth the lower range of
    > leveling progress.
    >
    Fan the hammer now also has a 10 second cooldown.

    Published on: August 13, 2022, 1:07 am

    Gunslinger Balance Wave v3 - Raine


    Energy regeneration bonus from adrenaline rush halved from 20 to 10.
    Bullet Storm talent (last tier) replaced with Adrenaline Junkie talent.
    Adrenaline Rush baseline now lasts 10 rounds and no longer forces you into
    exhaust when it expires. It also no longer removes your action per round
    cap or restores your energy to full.
    Upon learning Adrenaline Junkie the duration drops to 5 rounds, you will
    restore your energy to full immediately, your action cap is removed, and
    you will regen 20 energy per round bonus and will cause exhaustion, same
    as before.
    Getting kills while on an adrenaline rush will extend the duration of
    adrenaline rush by 1 round.

    Talent point cost reduced from 10 million per, to 2 million per and the
    point costs (and level requirements) of the lower talents have had their
    point costs reduced, while some of the upper talents have had them
    increased. This should allow you to get WC bonuses at lower levels, gain
    bulletsmithing access faster, and generally smooth the lower range of
    leveling progress.

    Published on: August 13, 2022, 1:06 am

    Re: Shield Plant - Burlok


    On Fri Aug 12 23:26:01 2022, Burlok wrote:
    > I converted shield plant to the blocking mechanism. I note this because
    I
    > was afraid players would see insane blockage and damage reduction and
    not
    > know that this was now a result of shield plant.
    >
    >
    > PREVIOUSLY shield plant conferred a 100% reduction to almost all damage.
    >
    > NOW shield plant confers a 70% block bonus (which is then modified by
    > defend).
    >
    >
    > The amount blocked has probably changed but hopefully not terribly.
    >
    > It is also HARDER to block psychic and sound damage (for all blocking
    > attempts).
    >
    A 100% chance to block damage. It obviously didnt block 100% of damage.
    Though sometimes it sure felt like it.

    Published on: August 13, 2022, 12:27 am

    Shield Plant - Burlok


    I converted shield plant to the blocking mechanism. I note this because I
    was afraid players would see insane blockage and damage reduction and not
    know that this was now a result of shield plant.


    PREVIOUSLY shield plant conferred a 100% reduction to almost all damage.

    NOW shield plant confers a 70% block bonus (which is then modified by
    defend).


    The amount blocked has probably changed but hopefully not terribly.

    It is also HARDER to block psychic and sound damage (for all blocking
    attempts).

    Published on: August 13, 2022, 12:26 am

    Gunslinger Balance Wave v2 - Raine


    Numbers on all skills tweaked slightly.
    Cartridges crafted via bulletsmith now are properly used when available.
    The weapon class of the gun now scales properly with talents.
    'gunslinger display' now defaults to tier 0 as a short list to display
    your talent points/progress towards the next point.

    Considering lowering the amount of exp required per talent point, and
    changing the tier levels up a bit. Any specific feedback about this, or
    unique talent ideas is appreciated.

    Published on: August 12, 2022, 6:05 pm

    Worm v2.1 - Burlok


    After many conversations about worms and their problems Ive changed the way
    that they function which -- while probably not 100% to everyones
    satisfaction -- I think is a step towards making more sense.


    Swallow and Stomach works like this:
    * Your stomach has a number of hit-points equal to 33% of your maximum
    health + 5 hp per hero level.

    * This number of hit-points may change as people test it but is
    drastically reduced (keep reading please).

    * While something is in your stomach the damage you take from it is
    drastically reduced (the amount has not changed) based on your intestines
    skill.

    * The stomach will take 100% of the damage to its health-pool (rather than
    the previously reduced amount).

    * When your stomach hits 0 health you will SPIT ALL YOUR FOES. Thats it.
    This means that if you are trapped in a worm if you can do 33% of the
    worms health as damage it will spit you out.

    * Spitting all your foes doesnt increase damage any more or put a dot on
    you or keep you from re-swallowing.

    * When you spit all your foes your stomach immediately regains a large
    percentage of its health (so you can swallow again). It will also regen
    pretty quick while empty.

    * If you tenderize after spitting (skill-shot) it will get another large
    chunk of health. The goal is to let the worm re-set its swallow and
    swallow again in 4 to 5 rounds.


    * You will no longer spit foes under any other circumstance.

    * Heals will no longer heal the stomach.

    * Remember you can regurgitate on your own if you need to bail.

    * This will definately change high-level room swallowing.

    Published on: August 11, 2022, 10:58 pm

    Re: Gunslinger Balance Wave v1 - Raine


    On Thu Aug 11 18:50:21 2022, Raine wrote:
    > I've received a lot of feedback, all of which has been immensely
    valuable,
    > I'm going to give credit where I can remember. The following are the
    > changes I have implemented in the last 24 hours:
    >
    > Regardless of your level, you will always regenerate energy based on
    your
    > race+gunslinger max intelligence. This should make low leveling less
    > painful. (Chaitan)
    > Tier 0 talents (the one to get your 'new' weapon) are all 1 point
    instead
    > of 5. This should allow you to get your preferred weapon at a lower
    level.
    > (Nether)
    > In conjunction with the previous change, players under level 10 will
    have
    > a 1:1 conversion rate towards gun experience, 11 to 19 1:2 and hero 1:3.

    > This again should help in getting talents at lower levels. You still do
    > not get your experience bonus (shown under the bonus command) applied to

    > this experience, but I am considering changing this as well. (Nether)
    > Shelling now deals more damage across the board, quickdraw deals
    slightly
    > less damage making them about equivalent except for rifle which will
    > always be better for shelling.
    > Aimed shot now has a capped duration of 10 rounds.
    > Aimed shot GUT now stacks and decays each round (still max 10) and
    > refreshes duration on each use meaning you deal less damage if you
    > continue to play passively, but about the same or more if you time it
    well
    > enough. (Steel)
    > Given their low strength they now receive a bonus to intimidate so that
    > it's not completely useless, between aimed shot gut and quickdraw and
    this
    > bouncing should be viable - intim might need more tweaking.
    > Fan the hammer will no longer continue blasting a dead target, so if
    they
    > die before you run out of energy you won't be forced to use the rest.
    The
    > damage has also been reduced substantially through both a bug fix
    > (stacking bonus that wasn't intended) and a global power reduction to
    the
    > skill.
    > Bulletsmith now actually works (heh) and is an ability, as is coin toss.

    > (Chaitan)
    >
    > I _think_ that covers it for now. I am still tweaking numbers, so keep
    > feedback coming in after these changes and we'll see where we need to go

    > from here!
    >
    One more that I forgot, rest now gives a bonus to energy regeneration too.

    Published on: August 11, 2022, 7:54 pm

    Gunslinger Balance Wave v1 - Raine


    I've received a lot of feedback, all of which has been immensely valuable,
    I'm going to give credit where I can remember. The following are the
    changes I have implemented in the last 24 hours:

    Regardless of your level, you will always regenerate energy based on your
    race+gunslinger max intelligence. This should make low leveling less
    painful. (Chaitan)
    Tier 0 talents (the one to get your 'new' weapon) are all 1 point instead
    of 5. This should allow you to get your preferred weapon at a lower level.
    (Nether)
    In conjunction with the previous change, players under level 10 will have
    a 1:1 conversion rate towards gun experience, 11 to 19 1:2 and hero 1:3.
    This again should help in getting talents at lower levels. You still do
    not get your experience bonus (shown under the bonus command) applied to
    this experience, but I am considering changing this as well. (Nether)
    Shelling now deals more damage across the board, quickdraw deals slightly
    less damage making them about equivalent except for rifle which will
    always be better for shelling.
    Aimed shot now has a capped duration of 10 rounds.
    Aimed shot GUT now stacks and decays each round (still max 10) and
    refreshes duration on each use meaning you deal less damage if you
    continue to play passively, but about the same or more if you time it well
    enough. (Steel)
    Given their low strength they now receive a bonus to intimidate so that
    it's not completely useless, between aimed shot gut and quickdraw and this
    bouncing should be viable - intim might need more tweaking.
    Fan the hammer will no longer continue blasting a dead target, so if they
    die before you run out of energy you won't be forced to use the rest. The
    damage has also been reduced substantially through both a bug fix
    (stacking bonus that wasn't intended) and a global power reduction to the
    skill.
    Bulletsmith now actually works (heh) and is an ability, as is coin toss.
    (Chaitan)

    I _think_ that covers it for now. I am still tweaking numbers, so keep
    feedback coming in after these changes and we'll see where we need to go
    from here!

    Published on: August 11, 2022, 7:50 pm

    Fighters / Defend - Burlok


    Greetings Denziens of Tsunami,

    The fighters of Tsunami recently held their annual conference. During
    their strategic planning meeting it was determined that the biggest
    complaint against them is that "they do too much damage". In order to
    mitigate these complaints they determined that "we could also be more
    defensive". Make it so.


    The defend skill had been temporarily deactivated (in terms of bonus AC)
    during the class adjustments that recently occurred. This has been
    re-activated. The soft-cap on bonus AC from defend is equal to the AC of
    their shield. So in terms of bonus AC you are typically looking at around
    their shield value.


    I have also a "defend_chance". This is the chance of a combatant with a
    shield and the defense skill to block an attack! The soft-cap on this is
    currently 20%. The super-soft-cap is about 25%. The amount blocked depends
    on a shield AC and any "block skills" that are currently active.


    So Warriors and Knights will now block attacks sometimes.


    BURLOK THEY ARE BLOCKING MY PSYCHIC ATTACK!!

    Yes. They currently will. I guess holding a slap of metal in front of your
    brain messes with the brain waves (will still bypass the AC bonus).
    Currently there is no damage type that bypasses this passive block. This
    may be tweaked.

    Published on: August 10, 2022, 11:58 pm

    Kyldiss were rat random eq - Nether


    The Gloves, Boots, and Robes of Fall, Autumn, ... still have random AC, but
    the AC now will not change when withdrawn from the locker (so if you
    locker an AC 30 item, withdrawing it will still be AC 30). So no more
    depositing and withdrawing until the best AC is reached.

    Published on: August 10, 2022, 11:32 pm

    Blahbleh -> Phil - Phil


    Just in case any of you notice/noticed this and were wondering I
    had my wizard name changed to Phil as Blahbleh really isnt a
    quality name. I know, hardly worth mentioning on the changes
    board but I wanted it to post to the Facebook page as well for
    people who only occasionally login.

    Thanks to Raine for helping me with this transition.

    Phil
    Marketing

    Published on: August 9, 2022, 2:56 am

    Gunslinger Playtesting - Raine


    Gunslinger playtesting is open to all wizards and patrons of the
    appropriate now. Submit any bugs related to gunslinger using the following
    syntax:

    bug gunslinger - raine -

    Please try to be as detailed as possible. Keep in mind that any and all
    gunslingers will be _reset_ after the playtesting has finished.

    Published on: August 6, 2022, 12:05 am

    Hunter Respecs - Burlok


    Hello,

    Some of you may have noted that your hunter trained skills will be deleted
    on login.

    No problemo, dude!

    You should now be able to re-train your skills and they should stick. It
    seems to work fine.

    There was also an outstanding bug about hunters not being able to unlearn
    skills. I think I fixed this also!

    I made a couple of other changes too. Then I got worried that, maybe, I
    broke something because it did give me some difficulty.

    So anyway, you can currently unlearn hunter skills for 1 gold. This is so
    people can select skills, unlearn, and do some testing. Previously it was
    2.5 million for the first. 5 million for the seconds. 7.5 million for the
    third --- not really an affordable amount for testing.
    I will change this to another amount sometime after August 31st OR if
    someone is rude and somehow abuses it to mutila---I mean PK targets by
    continually swapping skills to grief people.


    Also, I added the hunt skill to hunters. Fulfilling a suggestion I made as
    a player in 2018.

    Enjoy.

    Published on: August 3, 2022, 12:31 am

    Preview/Paladin2 - Burlok


    A templar calls-out for divine power and wades into the undead horde
    smiting the scourge back to the shadow realms.

    A defender protects the innocent souls of the village from the onslaught.
    He slams his shield into the unending mass of the dead holding back the
    tide of damnation.

    A divine champion raises his holy weapon before the scourge and commands
    them to leave the realm. His words exorcise the damned in a pyre of holy
    fire.

    ---

    This is my hype post. I have been working on a re-configuration of the
    Paladin class. See “help paladin2” and “help paladin oaths”. The
    skill “might” has been removed as well as the current talent system.
    As a Paladin levels they swear oaths to different paladin chapters gaining
    that chapters features as they level up.

    These are classic good-guy paladin archtypes and as such do some special
    things when fighting what the paladin orders consider to be evil.

    As players we often suffer from fomo where one pick to the exclusion of
    others could be a “wrong pick”.

    Dont worry can max out all of your Paladin Oaths (theres 30 levels worth)
    and if love grinding to these heights youll be rewarded with the ability
    to become a divine spirit who turns the paladin concepts up to 11.

    Testing will begin in coming weeks.

    Published on: July 31, 2022, 8:32 pm

    Setenv nospam 1 - Krule


    in addition to whatever it did before, it will now filter some combat,
    environment, and npc room actions. if you notice any issues or find
    specific npcs or areas that appear spammy, let me know.

    Published on: July 31, 2022, 1:42 am

    Weather Messages - Raine


    I added squelching weather messages from room longs in loquacious mode to
    setenv screen_reader. If you have this set you will no longer see them. A
    remind if you want to suppress the "light"/vision messages you can always
    setenv no_light_msg 1

    Published on: July 30, 2022, 4:31 pm

    Disguise - Raine


    Disguise has been updated to use the newest skill handling system. If
    something doesn't seem right bug it.

    Published on: July 28, 2022, 9:07 pm

    Re: Worms - Burlok


    On Wed Jul 27 21:29:04 2022, Burlok wrote:
    > Due to overwhelming demand about how terrible it feels to be a helpless
    > player who has been swallowed players now have a 33% chance to escape
    the
    > worm each round by doing nothing other than suffering in its stomach.
    > Willing to discuss conditions other than a flat % (injury, impotence,
    etc)
    > but this should help people who are swallowed and then go "now what".
    >
    >
    > The change for NPCs escaping remains around 17% (feeling like 75%).
    >
    One goal for this class was to have managing stomach-health something that
    needed to be managed.

    Mid-Way through based on discussions w/ players it was decided that when
    the worm heals the stomach should heal. This makes sense.

    However, the hp-pool the stomach provided was never changed and so as a
    result a lot of people have observed it has an "iron stomach" that is
    almost impossible to break.

    Ive changed the formula for the stomach pool to be less reliant on max hp
    and more reliant on intestines and a small bonus per hero level. This will
    result in a decrease in stomach hp. Which (for clarity) was often times
    more than 60% bonus hp and would only take about 40% of the worms damage.

    Looking for honest constructive feedback. Thanks.

    Published on: July 28, 2022, 3:52 pm

    Worms - Burlok


    Due to overwhelming demand about how terrible it feels to be a helpless
    player who has been swallowed players now have a 33% chance to escape the
    worm each round by doing nothing other than suffering in its stomach.
    Willing to discuss conditions other than a flat % (injury, impotence, etc)
    but this should help people who are swallowed and then go "now what".


    The change for NPCs escaping remains around 17% (feeling like 75%).

    Published on: July 27, 2022, 10:29 pm

    Names of objects and npcs - Nether


    After reboot, you should be able to use the first two letters of an object
    or NPC to interact with them, e.g "l bo" to look at a bodyguard, for
    example.

    Published on: July 23, 2022, 3:45 am

    Re: Login menu character filtering - Raine


    On Thu Jul 21 22:32:57 2022, Raine wrote:
    > You can now filter your character list with the option 'f' from the
    login
    > menu. If you input something by which it cannot filter, such as a
    subclass
    > or race that does not exist it will show you nothing.
    >
    The chars command now also accepts the -f filter. The help
    file is updated but for an example: 'chars -f ogre' would list every
    character you have that has the race ogre.

    Published on: July 21, 2022, 11:54 pm

    Login menu character filtering - Raine


    You can now filter your character list with the option 'f' from the login
    menu. If you input something by which it cannot filter, such as a subclass
    or race that does not exist it will show you nothing.

    Published on: July 21, 2022, 11:32 pm

    Reincarnation and Login - Raine


    I've been working on quite a lot of things recently, but one of the major
    things I've wanted to do for a very long time is make reincarnation
    available from the login menu. This is now something that has been
    implemented. It works pretty much the same way, except there are some
    fancy new options. One of them being that a feature akin to the polymorph
    room (previously Wu-Jen) exclusive is now available to everyone. If you
    experience any issues let me know. I tested it extremely thoroughly but
    even so there's likely something I missed. Enjoy.

    Published on: July 21, 2022, 10:21 pm

    Worm - Swallow re-enabled - Raine


    The bug with swallow that was causing lag should be fixed and the skill is
    enabled again.

    Published on: July 21, 2022, 10:19 pm

    Worm - Swallow disabled for now - Raine


    I'm sure everyone that has been active has noticed the lag issues. It is
    caused by worm stomachs spawning nearly endlessly, until this issue is
    resolved swallow will be disabled. Sorry for the inconvenience.

    Published on: July 21, 2022, 6:04 pm

    Subclass help files (and help subclasses) - Raine


    After massive effort these help files are now self-maintaining similar to
    race help files. If you notice any oddities, or a place where there could
    be improvement/clarification or something similar please submit a typo
    report with the relevant information.

    Published on: July 19, 2022, 1:47 am

    Hearthing to areas - Nether


    The bards of Tsunami have managed to figure
    out how to further tweak the hearthstones
    to greater effect.

    If you now complete a task for the
    respective bard, you can hearth to that
    area (standard hearthing restrictions apply.)

    Type "hearth region" to see how it works.

    Published on: July 17, 2022, 6:05 am

    Setenv per_hp and per_sp - Chaitan


    You may now:

    setenv per_hp 1
    setenv per_sp 1

    to change hp command to show hp and sp as percentage instead.
    like this:

    > HP: 13% SP: 15% EXP: 10,681,208 DAM: 0

    Published on: July 16, 2022, 10:40 am

    Reincarnation Top List - Raine


    I made a post a while back about reincarnation tracking changing. As we now
    have a decent amount of reincarnations logged I have created a
    reincarnation stats list. It is located in the same room as the
    reincarnation shrine. Look at the list for the various filtering options.

    Published on: July 15, 2022, 8:48 pm

    Worm Bile - Burlok


    Ive done a tweak to worm bile. The value that becomes the "DoT" is now
    based on the actual "First Hit" (which is reduced by toughness) rather
    than the value before the "First Hit". The tougher an enemy is the higher
    the reduction is.


    I did slightly (by about 5% total) increase the amount that tenderize
    which debuffs acid resistance. Just to make tenderize a little more
    appealing.



    Published on: July 15, 2022, 12:27 am

    Exile and Resetting - Raine


    You know that thing that's been happening lately with everyone the first
    time they log in? Wouldn't it be neat if you could do that any time you
    messed up? Well now you can. Visit Lucus in Ariston to manually reset
    yourself.

    While I was at it, you can now exile yourself at Lucus as well. Short
    version: you can self-banish now.

    Published on: July 14, 2022, 5:58 am

    Deathcoil - Burlok


    Greetings Denziens of Tsunami,

    The Deathknights must build up their deathcoils which dissipate quickly
    outside of combat. In some situations depending upon their form leveraging
    this ability has been less effective than simply ripping the souls from
    their prey. No more! A quick drain will deplete even the heartiest of
    souls.


    Deathcoil is now instant. Outside of some wild buffs it should now much
    more often be the "best" single-target option irregardless of form in
    terms of dmage per round.

    Published on: July 14, 2022, 12:07 am

    Forge Clarification - Burlok


    Not a true change but a clarification.

    Anyone with "Forge" may forge mythic equipment.

    The helpfile has been updated.

    Published on: July 12, 2022, 8:09 pm

    Dream Fragments - Orion


    Seeing as Raine has pretty much broken everything in a lead-up to the
    Tsuday festivities I will follow suit. Dream Fragments system has been
    implemented as an Open Beta. Help fragments for more information, and
    type 'fragments' to see a list of commands associated with spending
    fragments.

    Death penalty for fragments I will put in after Tsuday to give people a
    chance to die happily without having to worry about spending the reset
    cost. Remember to keep your spendable fragments to a managable level!

    Thanks Steel for helping to test this over the last couple of weeks.

    Stay tuned over the next couple of days for fantastic giveaways (tm).

    ~Orion

    Published on: July 12, 2022, 4:45 pm

    Character Reinitialization - Raine


    Upon logging a character in for the first time after this post has been
    made, your skills, stats, and hp/sp will be reset to the new baseline
    default. You will get all of your experience back as spendable, and should
    be able to immediately reraise everything. This should also remove any
    errant skills/spells/whatever that you may have. This notification will
    also be displayed when you log on as part of the news printout. If you
    experience any issues, or notice you still have some skills you shouldn't
    have, bug it addressed to me.

    Published on: July 11, 2022, 8:54 pm

    Gladstadt patch - Nether


    Gladstadt areas have been patched,
    so what this means is in the backend,
    code has mostly been standardized and
    some other bug fixes with randomized
    items - some items which had randomized
    ac are now fixed (so e.g. in the past
    you have to deposit/withdraw them
    multiple times to get the best value,
    now you don't)

    But for practicalities:
    - all quests on Gladstadt continent
    now uses the quest reset system
    so solve them if you have not!

    - new bard (help bard locations)
    with 19 tasks to populate arealist

    - actions updated for all Gladstadt
    areas

    - there is finally a top bard task
    list at the Ancient Bard

    Published on: July 11, 2022, 7:09 pm

    Non-humanoid shops - Raine


    Non-humanoids can now build item shops and pubs. Go ham.

    Published on: July 8, 2022, 2:54 am

    Subclass backend overhaul pt. 1 - Raine


    I am not finished, but these are the changes that have been implemented of
    note over the past 2-3 days of converting subclasses.

    Every subclass:
    If it had "bleed resist" this was changed to the equivalent in bleed
    resistance modifier.
    If it had "poison resist" this was changed to the equivalent in poison
    resistance modifier.

    Various subclasses:
    Light/dark vision ranges adjusted to be in line with everything else.

    Worm:
    No longer has night sight. Are resistant to being blinded as they don't
    have traditional eyes.

    Spider:
    Now gets intimidate from level 1.

    Manticore:
    No longer has a terrain negative in arctic.

    Mindflayer:
    Gained 25 psychic resistance.

    Ooze:
    Gained 10 additional acid resistance.
    Lost night sight.

    The documentation will be updated as soon as I write the handlers for it,
    and will be self-maintained in the same manner as the race help files are
    now. There will likely be another post covering any notable changes in the
    rest of the subclasses as they get converted.

    Published on: July 7, 2022, 2:27 am

    CCP changes - XI - Nether


    to XII quests. Chaosrock, Cornfield, and
    Pumpkinhead quests updated to quest status
    system.

    Published on: July 6, 2022, 9:41 pm

    Magic Shop Troll Tears - Krule


    Thanks to Raine, the magic shop now stocks some troll tears

    Published on: July 6, 2022, 7:24 pm

    Drain and Psychic type damage. - Raine


    Drain will now deal an additional 5% of the HP damage done to SP as well,
    and that 5%, as well as 5% of the HP damage will be siphoned to the damage
    dealer.

    Psychic damage will now deal 10% of the HP damage done to SP. This will
    _not_ be granted back to the damage dealer.

    Published on: July 5, 2022, 4:05 pm

    Colors in actions - Nether


    As requested by Sid, typing 'actions' in
    the 46 areas or so under arealist will show
    - nearby areas
    - possible quests in that area, includes
    killquests as well

    Moreover, to make it easier to view them,
    you can turn on colors. In particular,
    colors for areas is tagged as: 'bard', e.g

    color bard BOLD+WHITE

    Color for quests is tagged as 'quest', e.g.

    color quest BOLD+WHITE


    Published on: July 4, 2022, 5:22 pm

    Samurai Center - Burlok


    Greetings Denziens of Tsunami,

    The center skill will now initiated a "rested state" as you focus.

    Published on: July 2, 2022, 6:43 pm

    High Level Standard Equipment - Orion


    High level standard equipment that required a minimum level of +4 or
    greater will now scale more in line with actual hero levels. This means
    if an item was generated with minimum level 44 (yes people actually have
    these lockered) now scales to a more reasonable lvl 29.

    ~Orion

    Published on: July 2, 2022, 4:42 pm

    Random Changes - Burlok


    1. The coffins under the undead guild now act as "rest" rather than their
    own unique calculations. Vampires rejoice?

    2. Shen-Lung storms do not dissipate as long as a Shen-Lung is present in
    the room. Previously you would quickly lose storm power.

    3. The werewolf skills "feast" has been converted so that "eat corpse" and
    "consume corpse" will now receive a bonus without having to use the skill.
    You can still use it actively use the skill in wars or on the mud to eat a
    corpse someone is carrying.

    Published on: July 2, 2022, 4:34 pm

    Eat Corpse - Burlok


    Made some behind the changes to eat corpse. The only thing this would
    effect is what classes qualifies for corpse heals / consume. No actual
    classes SHOULD have changed. If suddenly you get messages about corpses
    being yucky (or yummy) and its different than expected please bug.

    Published on: July 1, 2022, 11:13 pm

    Run - Burlok


    Converted run into an ability as much of its usefulness is abated by legal
    command stacking.

    The ability to move while wounded is now based upon your total level if
    you have run rather than "run skill level" (it works out to about the same
    percentage).

    The movement while wounded may need a reboot to fully take effect.

    Published on: July 1, 2022, 8:30 pm

    The all-mighty semi-colon; - Orion


    Commands can now be chained using a semi-colon (;). This will also work
    with aliases, so alias buydrink n;d;w;d;buy a;u;e;u;s should get a drink
    and return you to town in one command. This is limited to 20 commands in
    one go and will not work in wars or if you are aggro! Movement speed
    limits still apply.

    Any abuses or breakages in terms of syntaxes that require a semi-colon can
    be bugged to me. Also this is not applicable for channels.

    ~Orion

    Published on: July 1, 2022, 5:12 pm

    Updated quests - Nether


    Each time a quest is updated, the poster in the Quest Room (which you had
    to walk past to read this board) will update itself, ensuring more
    transparency.

    Published on: June 30, 2022, 9:40 pm

    Chaos Rock - Nether


    Chaosrock Conquest quest now works with the new quest status system.

    Published on: June 30, 2022, 6:15 pm

    The Aincrad dungeon portal - Raine


    With the recent surge in research regarding magical artifacts, due in large
    part to the explorer guild's discovery of the hearthstone, the
    magiologists working in tandem with the guild have discovered the means by
    which to activate the portal stones in the center of the Aincrad. This has
    opened up access to the dungeon. From what little they have been able to
    discover about the aforementioned dungeon, they have found it responds
    directly to the total combined power level of the person that is
    interacting with the magical panel. Adventurers are able to start on
    floors equivalent to their power level, and if they manage to clear that
    floor, are able to advance to the next. Insofar no end or peak has been
    found. However some of the more cunning adventurers that managed to clear
    floors equivalent to power level 30 or above were granted unique marks for
    which research is still being done to determine their use. Rumors have it
    that the research will lead to unlock other powerful artifacts, or even
    entirely new possibilities for daring adventurers who are willing to brave
    the depths (or heights) of the dungeon. The current details noted are that
    while regular heals, alcohol, and all healing related prayers and spells
    continue to work, the area is not suitable for resting, which prevents
    potential dungeoneers from idly healing their way through this treacherous
    terrain.

    Published on: June 29, 2022, 5:08 pm

    Pub Heal - Keg - Orion


    There is a new pub heal type being trialled called a 'keg' which allows a
    greater amount of HP healing than regular pub heals. As a convenience
    these can store up to 10000 HP and drinking from a keg will only use up
    the HP restored (maximum of 10 * your level per drink). There is a
    diminishing returns if you try to drink too fast from the keg, and
    eventually you will be cut-off and will need to look for alternative heal
    sources or wait a short while.

    Monsters can also drink from this type of keg (contains monster juice?)

    If this mechanic sounds familiar then you know where this is going...
    Black Jar is planned to be phased out (for the umpteeth time?). It will
    no longer drop from Zefraim. Once disabled there will be a cash-back
    reward that you can get from selling it back to him.

    Pricing / Mechanics may be adjusted as I get a better feel.

    ~Orion

    Published on: June 29, 2022, 9:45 am

    Killquest blessing - Nether


    Killquest blessing effect has been reduced. Note that several blessing
    effects on Tsunami directly use this same code, so expect a reduction in
    blessings throughout. Thanks to Onix who noticed this and made a bug
    report. For full disclosure, there are blessings in: Lilethspar, Khaz
    Modan, Burgomeister's Mansion, Nym (and counting).

    Published on: June 28, 2022, 5:04 am

    Nym items - Nether


    There were magical items in Nym that only appeared if you were a Diabolist,
    Cleric, Druid, ... ; i.e. old subclasses.

    They are now updated to the corresponding new subclass.

    Published on: June 27, 2022, 6:21 am

    Sea Monkies - Nether


    King Proteus's Crown now works with the new quest status system.

    Published on: June 27, 2022, 6:20 am

    Unicorns! - Burlok


    I did some updated to Unicorns. Nothing huge but ....

    Skewer and Life will no longer display "0" and then reset. The will now
    reset when they hit 0. (this means they reset one round faster).

    I decreased the skewer cooldown from 10 rounds to 8 rounds. Still reset by
    lifebloom.

    I used my update knowledge of Tsunami skills to re-work the buck
    calculation. It should still perform better than trample (over many many
    uses) but may be somewhat more evident over a few uses. Buck has, and
    still does, about a 20% increase over trample means if a trample does
    10-20 damage a buck will do 12-24. So its not going to be a huge hit. Just
    consistently a better hit (and cheaper sp wise and debuffs slightly).

    Published on: June 26, 2022, 8:49 pm

    This board - Fingolfin


    This Board is the universal changes board for the
    coders of Tsunami.

    Changes will be posted here as well as in
    the affected guilds.

    Fingolfin

    Published on: October 4, 1999, 8:56 pm