I have increased the drop rarity pool for LOOT on kill gen_eq eq drops. Far fewer drops will be common. Everything else is increased. Doubled the chance for legendary and masterwork drops.
I have slightly modified how the replay command looks. Absorbed amount is now listed in a separate column and the damage type now lists full damage type name (previously truncated). There is a special support for the blind mode settings, but I hope it works also. In case it still looks messed up for you (there are so many various settings, clients etc.), please let me know.
Resistance and perception features have been reduced retroactively. Both are now capped at level 10, and have reduced effect per level. Their feature cost has been reduced, allowing more room on items to max a feature or add other features
There is now a "buyback" flag for each item you sell so you can buy it back at the price you sold it to the shop. This was implemented by Disdain and not posted because he is probably too busy coding another awesome stuff. Please keep in mind there is a cleanup routine so if you sell many items and reach the stock limit (400 unique items), based on previously modified rules (see post 381), some of the items might be immediately cleaned up and may not be available for buyback.
I just added "list buyback" option (for all available filtering details please see "help store") - currently only for the Mainland Shop(w, s, w from CoT), but if all goes well, it should apply to all shops across Tsunami soon.
If a class is in its design or testing-phase the setting that keeps the item off "help subclass" will now also conceal the race / class / subclass in finger.
Someone suggested Kukan-Do style wasnât very great. So un-great that you should basically ignore it when it pops up even though thats Samurais whole thing now.
How un-great was it?
If you rolled a 150 on your skill roll (roughly average at 200 skill).
Every 5 rounds you would gain: 0 to 3 SP
Meanwhile every round you were penalized: About 300 Combat and 300 Awareness <- This is not a joke
CHANGE: NO PENALTY for being in Kukan-do CHANGE: I tweaked the out-of-war sp throughput and in and out of war timing slightly.
Its no mega heal but its probably worth styling to to get the warp strike on your sword by attuning to it.
There was an unintended oversight with enlisting NPC's keeping their overtuned stats, that loophole has been fixed and now hero enlistee's now cap out at their subclass max stats.
I've added achievements for Killquests along with an achievements command which will list your completed / uncompleted achievements that are currently in the game. I'll be adding more over the coming days weeks or until my ADHD takes me in a different direction.
I've relaxed the restrictions on specific NPC training so go idle train on them to your hearts content. Just don't act surprised if you get caught trigger healing :)
On Sun Aug 02 00:39:59 2026, Disdain wrote: > today I realized that you can mug could mug eq off low level monsters > effectively bypassing the 5 level cap on kill. this has been loophole has > been closed. mug is now prevented agains monsters more than 5 levels lower > > in making changes to mug, i added a steal resistance value to gen_eq > items. the more valuable the item, the more likely its owner will want to > hold on to it and induce higher fail rates with mug skill. in making this > change and testing values, i realized that the previous mechanism for > resisting mug was nearly useless ( at level 25 anyway ) and my testchar > was 100% successful in mugging items from equal level monsters. I dont > feel that should be the case. it should be difficult to mug items from > equal level monsters. so i made changes to how mug is resisted. its now > harder to mug items... other alike skills such as entice will be changed
> soon as well > Unique items may no longer be stolen from NPCs as well.
today I realized that you can mug could mug eq off low level monsters effectively bypassing the 5 level cap on kill. this has been loophole has been closed. mug is now prevented agains monsters more than 5 levels lower
in making changes to mug, i added a steal resistance value to gen_eq items. the more valuable the item, the more likely its owner will want to hold on to it and induce higher fail rates with mug skill. in making this change and testing values, i realized that the previous mechanism for resisting mug was nearly useless ( at level 25 anyway ) and my testchar was 100% successful in mugging items from equal level monsters. I dont feel that should be the case. it should be difficult to mug items from equal level monsters. so i made changes to how mug is resisted. its now harder to mug items... other alike skills such as entice will be changed soon as well
With introduction of gen_eq equipment grind became "the thing", but the shop stock used to basically just destruct latest 200 items while keeping the first 200 items for whole boot duration. I made a change how shop stock is handled and the long story short, shopkeepers try to always preserve valuable items of each rarity independently on their actual "age".
When Marisil first made Beastmaster's his intention wasn't to re-create another thief/rogue-like subclass, after discussion with him animality now has a 1 round cast time (up from instant).
this morning I removed the lighting effect from the light and darkness features. Going forward, new loot drops with these features will not alter the light state of a room
There was a bugs idea to change the lighting feature so that you only get notified of a situation with light if it has a negative impact on you. After digging through the code, realized that those messages can already be toggled off with "setenv no_light_msg 1", so you no longer get the "It's dark but you can still see." messages. If it's so dark you can't see (or too bright) then those messages will display as before.
Samurai NPC were never fully updated to account for the affinity system. They should now be much better at using their full suite of skills and styles.
CAREFUL: They might be significantly more damaging.
As some of you know, Guts has a soft-cap. When you reach this soft-cap every points of guts doesnt quite count as much as the points before the soft-cap. This is because it would otherwise be possible for ultra-buffed characters to essentially take a lot of damage in very little HP.
Toxin suggested that I flex the soft-cap slightly higher each hero level. Because otherwise when you soft-cap you never see notable improvement in the skill throughout the rest of its life. This seemed like a good idea. So it has been implemented.
fixed an issues where centaur players couldnt mount their rider if it was lucky to roll higher level than the player. There was a missing check in the level requirement code to see if the object being mounted was a player and if the rider was that player's steed.
On Sat Jul 18 14:45:01 2026, Darkpoole wrote: > Custom Form has been permanently retired as it's a nightmare of a form to > properly balance and basically requires a full rewrite to fully utilise > the skills in its pool table. To offset this I'm going to be going through > the other forms and tweak them as necessary. > > > DP > As promised.
⢠Changeling Form Changes
Fox
- Stronger stealth/scout identity. - Gains hide, silentwalk, and awareness. - New slip mechanic: can partially avoid physical attacks, then goes on cooldown.
Turtle
- Stronger defensive identity. - New shell mechanic: can heavily reduce a physical hit, then goes on cooldown. - Drowning remains strongly reduced. - Psychic, sound, and petrify damage are more dangerous to turtle.
Boar
- New momentum mechanic. - Momentum builds while fighting and fades out of combat. - Momentum improves attacking and combat. - New wounded fury mechanic: lower HP adds extra offensive pressure through guts.
Python
- Expanded stomach gameplay. - Tracks stomach health, capacity, digest, acid pressure, and peristalsis. - Digest builds while prey is swallowed and fades when empty. - Peristalsis crushes swallowed targets and is more skill-driven. - Quickheal is blocked while living prey is swallowed. - Updated stomach and peristalsis messaging.
Tiger
- New prey focus mechanic. - Focus builds while attacking the same target. - Focus improves combat and rake. - Focus resets or fades when target pressure is lost. - Stealth handling is improved.
Bear
- New bulk mechanic. - Bulk builds while fighting and fades out of combat. - Bulk improves AC, toughness, and resistance. - Bulk is stronger while hugging/constricting.
Wyvern
- New venom pressure mechanic. - Pressure builds when repeatedly poisoning the same target. - Pressure improves toxin and sting strength. - Pressure fades when target focus is lost.
Balrog
- New inferno mechanic. - Inferno builds during combat and fades outside combat. - Inferno strengthens immolate pressure. - Inferno increases upkeep as it grows. - Flameblade handling is more reliable. - Skill focus moved toward burn.
Sphinx
- New high-tier form. - Guardian/control role. - Signature skill: shockwave. - New enigma mechanic. - Enigma builds in combat and from mystical damage. - Enigma improves shockwave, awareness, resistance, intimidation, combat, and armour.
I have completely rewritten protect. It should now be a nice little defensive "buff" to squishier party members at the expense of more "tough" party members.
Custom Form has been permanently retired as it's a nightmare of a form to properly balance and basically requires a full rewrite to fully utilise the skills in its pool table. To offset this I'm going to be going through the other forms and tweak them as necessary.
There was an interesting issue I found when playing unicorn and lifebloom while in a party, if the unicorn logged off before a heart_beat process was checked the resulting party members would have a permanent lifebloom buff until relogging, The issue has been fixed (ty for the bug report)
Tsunami's Birthday event is now a week-long affair. It will end this year on July 20th. Get in here and milk it for all it's worth, and be sure to thank Darkpoole for being so generous.
Life Spider's HP has been increased (roughly doubled) to try and combat their frailty in AoE situations. They should also hopefully break intimidate a lot more now (still testing so please let me know)
found a mess up where what should have been 2-hswords were defined as "sword" but still 2 handed. this has been corrected. reworked gen_eq randomizer for 2-hsword drops. you should be able to find 2-hswords now
New mastery drops will grant higher skill bonuses per feature level. Feature level cap has been reduced. 2 handed weapons now get double +skill. All mastery weapons can now be wielded even if you dont have the skill.
There was a bug with the phantasm Illusionist spell that allowed it to continue to damage a peaced target if it was cast on the target before the peace was applied. This has been fixed.
I completed some work on the centaur arena. it is now functional. However, it is still a work in progress and will be subject to future changes. The arena is privately instanced for single solo players or parties. Once you leave your instance, you can not go back into it. The portal in the big centaurs has been unrestricted. Enter at your own risk...
Wererat Fighters, Mages, Necromancers, Zurreal, Amythin and She'ol are now minion typed, which may make kyldiss just that *little bit* more challenging before I go through and change the rest over. oh also there's a new hidden area in there. go find it!
There used to be a message indicating when a slammed target got back on their feet. It was mistakenly removed when the skill was converted a while back. A new message has now been added, so that you will know when you can slam the target again. Whatever wizard converted this skill and messed this up will be summarily banished and his area closed.
Sten found a bug in the Werewolf Slam skill that always caused the target to permanently lose some combat with each use. This was not the intended behavior, and has been fixed. Anyone with a hero Werewolf above +10 will be reincarnated immediately as punishment for not reporting this previously.
If any of you would have ever spent time in the Pod Village, that I made into an exp pit. That I spent a decade rewriting before AI. You would have realized I updated a lot of the items to give bonus' and be beneficial to certain subclasses, by providing bonus' to things that you cant otherwise find a bonus to directly in the game.
You also would have noticed that two items of a healing nature were broke. Thanks to the advent of AI and the fact that it has bothered me for years that I couldnt figure out why they were broke and just pencil whipped them in anyways, I have now fixed these items.
Not that any of you will go explore this masterpiece of an area for levels 11-15 (key levels where mobs arent as stacked and plentiful I might add), but nonetheless it is one more thing off the list.
All joking digs aside on you guys not going there, I fixed these because it was bothering me. The items arent really that great unless you get them in war, and I am not even sure its worth the trouble.
Fixed an issue with pneumatos ring not "working" correctly and not giving the pneumatos buff when focused. I also fixed an oversight where you could focus the ring without wearing it. Now you'll need to wear the ring to interact with it, and removing the ring also removes the pneumatos shadow.
I updated symbol chances on the magic slot machine.
You are now more likely to land weapons and armour. You are now more likely to land higher quality equipment. You are now less likely to land coins or war tokens. You are now able to land an xp reward. You are now less likely to land an Assassin. You are now more likely to be killed by Assassins.
Monks will no longer relentlessly heal and strike once they enter the mantis stance when low on hit points. They still have a chance to do so, but it is no longer a guarantee. Previously, they would knock you out and heal themselves over and over, prolonging the fight unnecessarily and griefing the player in the process.
Krythin, the Marshall-General of Kyldiss used to act like a special instance of an old (like from 2000?) fighter with many of his skills not being in the game anymore. Now he is up to date, ready to slay you (and Xeriz if possible).
Meanwhile I fixed some random, more or less cosmetic, issues in Kyldiss barracks, but if anything breaks, please bug it. Thanks.
I've added a 5 minute cooldown to prevent wear/unwear cheese to replenish follower sp. The timer begins when you successfully wear the ring, and summon an undead follower. If, for any reason, you remove the ring (including death), you will not be able to summon another undead follower until the 5 minutes has elapsed.
Let me know if there are any issues (other than complaining about the RoU being quoteunquote nerfed).
hopefully fixed a bug that was causing soul-sucking to occur around 6-7x more than any other feature. so you shouldnt find as many soul-sucking anymore.
On Tue Jun 09 13:58:06 2026, Darkpoole wrote: > Level's dropped from 30/35 to 25/30 (N/H) > > > Tier sets removed for now as I plan on doing something a little different > > > More changes to those class mazes to come soon :) > > > ~DP > The non-boss mobs are now grunts, rather than experts, should make them a little easier to kill
minion_types have been removed from big centaurs. The killquest gains a new reward unlock: A portal appears that leads to an arena filled with minion_typed centaurs. At this moment, that portal is disabled as I finish up a few things. Portal should be this week sometime.
On Sun May 03 01:34:24 2026, Darkpoole wrote: > On Fri Apr 17 14:13:52 2026, Darkpoole wrote: > > Big portable pub heals (kegs) were reworked to be HoT-based instead of
> > instant HP spikes. > > Each sip now consumes up to 1000 from the keg and applies healing > through > > the alcohol regen system. > > The drunker you are, the less effective each sip becomes (up to a heavy > > reduction), and rapid chain-chugging gets additional penalties/lockout. > > So: best value is from pacing drinks while relatively sober, not > > burst-chugging. > > > > > > ~DP > > > Reverted back to their original design :) > Well, "back to their original design", but only forgot adding the diminishing return for repeated use. Now it is in place. Meanwhile I introduced another, as Bulrok calls it, minor, but impactful change, of one chug per round. Lets see how this change impacts the common gameplay.
Last night I implemented an unidentified state on ADD_EQ items generated for NPCs. I meant to post last night but got distracted. Items added to NPCs by add_eq will now show a [?] for their rarity and will not display what features are applied to them. example: "A plate mail [?]". This allows players to see that NPCs have gen_eq items but maintains the surprise of random generation.
Wu-Jen now draw power from the seasons and the moon. Fire burns hotter in summer, water flows stronger in winter, air howls in spring, earth rumbles in autumn, and spirit surges under the bright lunar phases. Check 'wulist' to see what's active. Also fixed ice-bolt and missile which have been pretending to scale with sphere rank since 2009, turns out integer division by 100 rounds to zero. Who knew. o.O If anything breaks blame me. XO Sten
I removed the cap on item rarities for ADD_EQ worn or wielded by NPCs. I added a new rarity chance pool so generic monsters have slightly lower chances at higher rarities than before, minion_typed monsters have slightly better chances, but still low.
LOOT generated on kill has the best chance of higher rarities and I have slightly increased those chances with this change.
Going forward, if you kill a monster that is more than 5 levels below you, any ADD_EQ it may have had will be destroyed. This is in line with the current system where you do not get gold or loot drops from monsters more than 5 levels below you.
some things may need to be reloaded for these changes to take effect.
NPCs that come equipped with gen_eq have been capped at various rarities relative to their minion_type. untyped npcs wont spawn greater than rare. low minions can spawn legendary. expert or greater may generate masterworks.
Forged mythic eq now includes 'forged' at the beginning of its short desc and contains the crafters name in the long desc. Should also properly display as not savable
i found a issue where some npcs were cloning and wielding gen_eq weapons before wielding their own kit they were designed to use. this should be corrected now.
Optimized the way NPC monks fight and handle situations they can end up in. While doing that also fixed a bug with focus where the monks would try to pray it even though it was on cooldown. Beware, monks will be slightly more lethal in fights. Hopefully nothing breaks.
I have converted the mages and Khadgar to the minion_type system and given them add_eq. They will now be very slightly harder and come equipped with gen_eq. Happy farming.
I added more filtration to the shop list. see 'help store' for commands. You can now apply a max price filter. 'list <1000' will show only items costing 100 or less gold
Gen_eq is now released and lockerable. happy hunting.
Two caveats: 1) if any major changes occur to this system in the future, all gen_eq may be purged to start over. ( could happen, probably wont ) 2) save and restore isnt 100% tested, i cant promise all the features will work right after being restored. we'll see
On Fri Apr 17 14:13:52 2026, Darkpoole wrote: > Big portable pub heals (kegs) were reworked to be HoT-based instead of > instant HP spikes. > Each sip now consumes up to 1000 from the keg and applies healing through > the alcohol regen system. > The drunker you are, the less effective each sip becomes (up to a heavy > reduction), and rapid chain-chugging gets additional penalties/lockout. > So: best value is from pacing drinks while relatively sober, not > burst-chugging. > > > ~DP > Reverted back to their original design :)
With the expansion of offwield to Ghants they have been able to offwield some weapons that were not intended.
Specifically: 2-hsword, spear, staff, and polearm.
These weapons are now rejected by offwielding UNLESS there is a setting which would override. For instance, an Ogre could theoretically offwield 2-hswords if there was ever a class that had both offhand and 2-hsword.
Due to obvious "misuse" of Ring of Undead and Nether's clone feature (those who explored Barovia enough know well) the following changes have been made: - you can no longer control spawned undead - Barovia grave yard clone feature has been disabled until further notice
The biggest of the centaurs have now given 'minion_types'. As a result, they will have higher chances of dropping better loot and more gold, but they will be more difficult to kill.
Did quite a lot of cleaning up "behind the scenes" for the traps. Pungi trap: Added the wrong kind of poison to its target which made it very underpowered, this was fixed so now it deals a nice chunk. Snare trap: Added some more types of damage that could "cut" the snare trap rope, fire and bit in addition to what you would think is reasonable as a rope cutting tool. Firepit trap: Cleaned up the skill and upped the damage. Before it would deal 1-2 damage each round at hero levels now its around 20-25damage. Traps in general: More forms are now immue to the traps, incorporeal, wraithform, tunneling worms. Worms will however still trigger any firetraps (you burrowed straight into the pit you silly). Hopefully nothing is very broken but if it is you can blame me and send me a tell. BR Sten
There was an error in calculations of troll damage while berserking. This has been fixed and should be now in line with its creator's original intentions. And yes, trolls should deal more damage now.
The Native "destruct" skill now gets a bonus from the total quest points your character has obtained. This will help you to destruct more powerful items. There's a hidden mechanic that items have behind the scenes called "ego", and when this is too high for your current destruct level, you'll see a message like "it is too powerful for your abilities." Anyhow, this new bonus will help you to overcome that, assuming you've done a bit of questing .
On Sat Apr 18 04:44:09 2026, Darkpoole wrote: > On Fri Apr 17 14:23:53 2026, Darkpoole wrote: > > Native jerky are now an action heal - this means you can't use an action > in > > the same round when trying to eat a jerky. > > > I've reverted this change but also made another. > > > > To skin jerky, you now have to "prep" them with danar first in the guild, > by "offer"ing corpses to him, he'll then prep them for you and then you > can "do skin food" - you'll get more jerky per corpses but now requires > you to be in his room and it'll be a guild effort to store as many corpses > as possible. > > > DP > This change has been reverted and the old system re-implemented but with a "Chaitan TM" Curve for healing instead similar to how old kegs worked - eat multiple in a short window and receive reduced healing. Please test it out instead of just complaining about it and I can adjust it on the fly :)
On Sun Apr 19 00:44:58 2026, Darkpoole wrote: > On Sat Apr 18 02:13:32 2026, Darkpoole wrote: > > Greetings, > > > > > > > > Custom changelings were forced into basically 1 viable build since most > of > > the other fey skills were hardcoded to work on their respective > > subclasses. I've basically reopened custom to be an actual custom that
> can > > select from the wider skill pool so I'll be interested to see what > > combinations you guys come up with. Max skills are increased to 6 and > > points required per dropped to 30 instead of 40, and total points a > custom > > can receive was increased by 25% - And before anyone asks _no_ - I > didn't > > do this for me, I was happy with my overly insane build > > > I didn't realise just _how_ painful this would be to manage, so I've > reverted this change, but also Mania & Batter can only be used with their > respective weaponry. > To clarify, It just means weaponry skill only
On Sat Apr 18 02:13:32 2026, Darkpoole wrote: > Greetings, > > > > Custom changelings were forced into basically 1 viable build since most of > the other fey skills were hardcoded to work on their respective > subclasses. I've basically reopened custom to be an actual custom that can > select from the wider skill pool so I'll be interested to see what > combinations you guys come up with. Max skills are increased to 6 and > points required per dropped to 30 instead of 40, and total points a custom > can receive was increased by 25% - And before anyone asks _no_ - I didn't > do this for me, I was happy with my overly insane build > I didn't realise just _how_ painful this would be to manage, so I've reverted this change, but also Mania & Batter can only be used with their respective weaponry.
On Fri Apr 17 14:23:53 2026, Darkpoole wrote: > Native jerky are now an action heal - this means you can't use an action in > the same round when trying to eat a jerky. > I've reverted this change but also made another.
To skin jerky, you now have to "prep" them with danar first in the guild, by "offer"ing corpses to him, he'll then prep them for you and then you can "do skin food" - you'll get more jerky per corpses but now requires you to be in his room and it'll be a guild effort to store as many corpses as possible.
Probably against better judgement, but non-humanoids can now drink from them, just pretend they're fermented corpses or whatever monsters drink, or maybe they're civilised and enjoy a beer?
With recent nerfs, here comes some good news for some underplayed classes.
Wyvern:- ---------------- sting +25% damage catalyze effect +15% (applied when catalyzed poison is active in sting) venomcloud +30% damage envenom +50% imbue level extra sting +5% while flying
Custom changelings were forced into basically 1 viable build since most of the other fey skills were hardcoded to work on their respective subclasses. I've basically reopened custom to be an actual custom that can select from the wider skill pool so I'll be interested to see what combinations you guys come up with. Max skills are increased to 6 and points required per dropped to 30 instead of 40, and total points a custom can receive was increased by 25% - And before anyone asks _no_ - I didn't do this for me, I was happy with my overly insane build
Kyldiss-only enforcement for Spear of Sorrow: added area check so hit proc and inspire/boost effects only work in /d/kyldiss; buffs auto-stop when leaving Kyldiss;
All other dreamweapons recieved a 50% buff to compensate this change + still make them viable with Disdains new eq system.
Due to burloks recent changes to some races, it enabled an oversight where the Monk stick could be wielded in the offhand. This was an unintended change as the monkstick was never able to be offwielded. This has been patched/rectified.
Big portable pub heals (kegs) were reworked to be HoT-based instead of instant HP spikes. Each sip now consumes up to 1000 from the keg and applies healing through the alcohol regen system. The drunker you are, the less effective each sip becomes (up to a heavy reduction), and rapid chain-chugging gets additional penalties/lockout. So: best value is from pacing drinks while relatively sober, not burst-chugging.
The punch and throw damage messages have been updated
The old versions were very stale " You punched warrior hard,â so they have now been given a proper messages. There is a lot more variation, a lot more flavour.
If anyone spots anything awkward, too repetitive, or just has a line they think would make it even better, let me know.
Aurumvorax has been given a "refresh" to make it a bit simpler to play. Three main changes were made:
1. There is no longer the concept of "absorbing" the gold/coins you have consumed. As soon as you eat them, they immediately count towards your next growth stage (assuming you haven't hit the max for your current player level already).
2. Aurumvorae are no longer restricted to a single gold vein bonus at a time. Now gold veins from all climates can be consumed without undoing each other's effects, building their respective bonuses in parallel. So just dig and consume with reckless abandon!
3. The total amount of gold/coins you have consumed (whether they counted towards a growth stage or not) will now provide a diminishing-returns bonus to all attack skills: clamp, collide, fury, grate and pounce. This bonus is *very* slow to accumulate, but will give you something to keep grinding at the higher hero levels, perhaps.
All cleric subclasses now have access to the "auto" option in their respective resurrection prayers. As a reminder, using "pray auto" will toggle between turning on/off the ability of the cleric to *attempt* to auto-resurrect any ghost present in the room.
Per a recent a totally incorrect bug report - spells/prayers/songs now have a forward facing message when a room has been empowered / dampened. Even though the spell was coded in 1996, it's worked every day since then. If something is broken or not working, please submit a proper bug report not just a "skill" is "apparently" broken and "it would be nice if said skill would work"
Today, with your help, I identified circumstances where a room would clean itself and destroy the pillaging camp.
When this happened you would become disconnected and some of your items would be deleted.
Ive changed some things and so-far my Barbarian has been idling in his pillaging camp for nearly 2 hours with no issues.
So I believe its mostly safe to idle in them but let me know if things dont work out.
NOTE: If you leave the camp for any reason (including link death) your camp is destroyed and your items are dropped in the room where you last were. Without the camp present the room will continue to clean itself every 20m or so. And so you could definately lose items on the ground in your camp because they would be tossed outside when the camp collapses and then later cleaned. So PLEASE dont consider your camp to be like your house. It is a temporary structure.
I have also tested disconnecting in your camp. Going link dead in the camp. And idling in the camp for 2 hours today.
Crusaders and Shamans now have a new feature added to their respective resurrection skills: "auto". If you "pray resurrect auto" or "sing rebirth auto", it will toggle a new EXPERIMENTAL bit of functionality called "auto-rez". While enabled, your Crusader or Shaman will attempt to resurrect any ghost that enters the room in which you are located. All the normal restrictions apply (mainly permit concerns). If the resurrection succeeds, your character will then auto-rest to recover the spent spell points. Obviously only one ghost can be rezzed at a time, so if two ghosts enter, one will get rezzed first, etc. If you have auto-rez enabled, "pray resurrect auto" or "sing rebirth auto" will turn it off.
Let's see how this goes and how well it is received by the playerbase. Hopefully a certain vocal minority will stop throwing shade at poor old Valentinus. Now you can be just like his punk ass!
The minimum amount of materia that channeling/skinning/burying a corpse can give you has been raised from 1 to 5. For full disclosure: the formula used to be 1 materia for every level of the corpse. So this new approach just means that level 1-5 mobs now all give 5 materia, but otherwise the level-to-materia formula remains the same. This should help lowbie Shamans get started, without having to buy loads of low-level materia from the NPC merchant outside of the Native guild.
All Shaman skills/songs that use materia now allow for you to forgo explicitly specifying a materia type when you use them. If you omit a materia, the skill/song will automatically pick the best type for the skill/song that you have available. This should make Shamans easier to play without having to necessarily worry about skill/song and materia combinations. As long as you don't spend materia like a maniac without killing anything, you shouldn't really run the risk of running out of materia. Of course, as has always been the case, you have to be killing mobs that provide the tier of materia that your songs/skills are using, regardless of whether you specify the exact materia or let the song/skill auto-select it for you.
There is one song that is an exception: rebirth. It has a dynamic materia cost which makes calculating an auto-selected materia a bit more difficult code-wise. I'll try to look into that, but in full disclosure, there are only two materia that give it a boost anyhow: roagmo and efantig (efantig being a stronger boost). So just set your alias to explicitly use one of the two and forget about it. :)
On a final note, all Shaman songs/skills that were affected by this change have been converted to a new skill system known as "gen_skill". All "modern" skills use this system, and we have been slowly moving "legacy" skills into the new paradigm for, well...a decade or two. Anyhow, I mention this because while in theory this shouldn't change the skill's behavior from the standpoint of the player using it, in practice it sometimes does. Namely, it can alter the range of the "roll" (think of dice) of the skill level whenever the skill is used (in comparison to what used to "roll" with the old system. So after converting these Shaman songs/skills, don't be surprised if things seem either underpowered or overpowered at first. It might take a bit of playtime for me to smooth out the rough edges.
Tsunami has a number of awesome flavor skills which are more for fun than adventure.
Because it relates to the Jinn project I am working on I went ahead and converted them into abilities. So you no longer have to spend xp to raise them. Otherwise, everything else should be the same ....
.... well except with cantrip. I reduced its cast time and sp cost to reflect what a simple starter spell it is.
The spells I changed are: Cantrip, Fata Morgana, and Facade
Gunslingers no longer wield or fire guns. They now throw them as their name implies. Jinn now gain powerful special abilities when partied with the newest subclass: Tonic. Tsunami now has 50% more waves. Readded the Fetch subclass. The Ghants have announced a strike over Cecaelia taking their jobs. The Heroes Inn is now Outt. Dante's has reached a settlement with the bards of the realm and will now only play techno _most_ of the time. Do you have a structured settlement and need cash now? Call JG Flindworth. 877-BARK-NOW. Due to rising electrical costs, Ariston is now Aristoff. The researchers of the Explorer's Guild have recently discovered that the Wu-Jen "spheres" are actually oblate spheroids. Improved lag by a little bit, maybe, or possibly made it worse. I don't really know. A new feature has been added to the wedding system. Now if you get divorced, the wealthier player has to pay alimony. Trinius has gained one level. IYKYK. Fetches have been removed as a subclass. Wizards no longer exist - they weren't even using magic anyways. Darkpoole has been promoted to Arch. The Leng baseball hat has been removed. No cap.
The crowd control aspects of the spell has been capped at 5 rounds max when an NPC uses it against a player. So basically cast sin lust and sloth is not nearly as annoying anymore. If anything breaks, lemme know. Peace
After recent feedback from players, the following classes have received the followage buffs:
Natives: All Teeth have been recalibrated so 500 teeth now becomes 1 stat rather than the 1000. Offensive Skills increased across the board about 15% Tier Sets for natives now increase main offensive skills by 30% for a 4 set, Stat increased for 2 set up to 20 (previously 10), HP pools increased from 150 to 250HP.
Banding with other natives increases attacking/combat by total_level * 5 * party members Max Talismans is now Total Level * Total Teeth
On Fri Mar 27 12:57:40 2026, Sten wrote: > On Fri Mar 27 12:55:46 2026, Sten wrote: > > I've capped the rounds of peace an NPC can inflict on a player to 5 > rounds. > > Also trolls / worms / probably some other subs, their roar skill is now > > capped at 1 room when it forces you to flee. NPCs are now immune to > other > > NPCs roar, before they would roar defensively and other NPCs in the room > > > would aggro them. > > > Ehhh, if anything breaks, or you find some behavior that looks odd or you > feel that your charmie dont peace as they used to do, please tell your > friendly neighborhood wizard. > This will now apply to phantasmagoria, stasis and other scary prayers / skills / spells
I have completed functionality work on the Jinn subclass. Now for the hard part -- testing.
CLASS NOTES
This will be a class that unlocks via achievement after a small quest. Similar to Gunslinger.
RULES FOR TESTING
When testing is complete the class will be renamed to Djinn. So all current Jinns will no longer be able to login that character without a reincarnation. This mitigates the risk of test settings or funkiness carrying over.
I am not ruling out the potential for rewarding testers but I dont want the expectation to be walking away with a hero carried on the back of bugs and mis-tuned test skills.
We will be testing in phases. Phase 1 is levels 1 to 10. Once you hit level 10 you will not be able to progress. So no need to rush. Make multiple Jinns. Provide feedback. Once we love levels 1 to 10 then we will go higher.
IF YOU WANT TO TEST
You must message me (Burlok) on DISCORD. Which means adding me as a friend first. When you make a friend request please send me a tell in-game with your discord handle so I know you are not cat fishing me.
There is a PRIVATE SECTION for Jinn Testing where I have put testing instructions as well as a chat. I will add you to this EXCLUSIVE CLUB once I set you up for testing. TEST FEEDBACK SHOULD BE PLUGGED INTO DISCORD.
In furtherance of efforts to improve Shaman QoL, the season's fury song has been moved into the "gen_skill" framework that we use for most modern skills. You probably won't notice a difference there, but that's not really the point if this post. In the process of converting the song, I also changed the way it acts if you do not provide an explicit materia to use as you sing it. Should you leave out a specific materia, i.e. "sing season's fury smurf", the skill will now automatically determine which materia is best for the current season, and, if you have it, will use that materia. If you don't have the best one, then it will use the second best, and so. This should help take the guess work out of using the song. Note that this always *excludes* omatim materia in its consideration. To use omatim, you still have to explicitly "sing season's fury omatim".
If this new option works out and doesn't run into bugs, I will soon convert the remaining Shaman songs.
On Sun Mar 22 01:29:51 2026, Burlok wrote: > On Thu Mar 19 22:18:22 2026, Burlok wrote: > > Greetings Denziens of Tsunami, > > > > If you forge an item you should be able to wield that item. > > > > Let me know if this winds up not being the case. > > > > #unleashthedwarves > > > Fixed something to make it more likely that this actually works. > This is confirmed to work now. Sorry to those who thought Id lost my mind. The game needed to reset before the effect fully proliferate. Yesterdays restart has it working.
On Fri Mar 27 12:55:46 2026, Sten wrote: > I've capped the rounds of peace an NPC can inflict on a player to 5 rounds. > Also trolls / worms / probably some other subs, their roar skill is now > capped at 1 room when it forces you to flee. NPCs are now immune to other > NPCs roar, before they would roar defensively and other NPCs in the room
> would aggro them. > Ehhh, if anything breaks, or you find some behavior that looks odd or you feel that your charmie dont peace as they used to do, please tell your friendly neighborhood wizard.
I've capped the rounds of peace an NPC can inflict on a player to 5 rounds. Also trolls / worms / probably some other subs, their roar skill is now capped at 1 room when it forces you to flee. NPCs are now immune to other NPCs roar, before they would roar defensively and other NPCs in the room would aggro them.
Made some changes to drop rates. Added a flat increase of 15% to loot chance, this should bring it up to 1 in 3 kills producing something. Also increased the minimum rarity of drops so you should see more drops with higher rarities.
I have added a flag to the shop list descriptions. gen_eq gear will bear a "~" at the front. I have also added a "gen_eq" id to new items, and 'list gen_eq' will work at the shop to only show new equipment
I significantly reduced the cost to use rework. The expectation that a player would need to carry an orb at some levels to use one of their skills didnt feel right for this particular skill.
I installed the new gen_eq this morning. Most kills will have a chance to drop the new equipment. This eq will not be lockerable until I've had some time to get feedback. 2 winters of work on this thing. I hope ya'll like it.
The fighter guild has formally opened the new Mercenary Recruitment Office, now overseen by David the Field Marshal.
This office serves as a dedicated command hub for warlords to contract trained support under clear terms of coin, rank, and readiness. Contracts are processed through disciplined intake, with recruits assigned by subclass and delivered on schedule according to the standing enlist framework.
Purpose:
Centralise warlord recruitment into a single, structured office Provide reliable subclass hiring with level-based cost and preparation time Compensate the removal/change to class mazes Enlist merc is still available
Prices and order times may vary, at the moment I feel they are modest.
On Thu Mar 19 22:18:22 2026, Burlok wrote: > Greetings Denziens of Tsunami, > > If you forge an item you should be able to wield that item. > > Let me know if this winds up not being the case. > > #unleashthedwarves > Fixed something to make it more likely that this actually works.
On Fri Mar 20 00:13:40 2026, Ghyath wrote: > NPC juggernaughts had an error in their logic so they always rotated their > weakest weaponry upon the first hit. Now they should properly select the
> weaponry their attacker is most vulnerable to! Trolls will love their > Naptha Throwers. > Meanwhile I adjusted formula for the power plant explosion when > juggernaught dies. This works for both player characters and NPCs. It > should now deal double the damage than before. > I discovered another error where NPC juggernaughts never used tier 7 upgrades. Well, now they do.
You can now rest while under the effects of levitation because magic lifting you up is different than trying to use wings to hover in place when it comes to relaxing.
NPC juggernaughts had an error in their logic so they always rotated their weakest weaponry upon the first hit. Now they should properly select the weaponry their attacker is most vulnerable to! Trolls will love their Naptha Throwers. Meanwhile I adjusted formula for the power plant explosion when juggernaught dies. This works for both player characters and NPCs. It should now deal double the damage than before.
On Thu Mar 19 22:18:22 2026, Burlok wrote: > Greetings Denziens of Tsunami, > > If you forge an item you should be able to wield that item. > > Let me know if this winds up not being the case. > > #unleashthedwarves > In the interest of transparency...
chat Yeah. I also added a soft-cap to forge. The soft cap is high enough it wont disrupt the bonus from forges but will prevent what I anticipate being situations where people gather all the buffs in the game in an attempt to create and wield a level 40 weapon.
I removed the pillaging status updates from the Barbarian HP bar. This will make them consistent with the other pillagers and reduce what could become a very long hp bar. Please rely on the pillager command to view your score.
Shamans now earn a materia-gain bonus based on their current total "destructed" value. "Destructed" is incremented whenever you use the "destruct" skill to destroy a MAGIC item (this is how it has always worked, just repeating it here). As the Shaman destroys such items over time, he or she will gradually earn a +X% bonus to all materia gain, which will be displayed in "score" in the "Destructed" field. For full disclosure, here is the formula:
x = total_destructed / 2000 x = log(x^(x^0.22))
Here's the bonus curve, given x, from 1 to 2500: https://www.wolframalpha.com/input?i=log%28x%5E%28x%5E0.22%29%29+from+1+to +2500
I discovered an oversight in the Shaman auto-channel mechanism that fires whenever you the Shaman buries or skins a corpse. Essentially, materia tiers 1-3 were supposed to receive a bonus, but were not actually getting it. This has been fixed.
From time to time people complain about how disarm functions. Essentially, requiring the player to manually rewield meanwhile npcs automatically rewield as if they were never disarmed at all.
Ive put a new version of disarm into testing that handles the situation a bit more like a debuff than actual manipulation of the weapon object.
Looking for feedback on this change. Currently the number of rounds disarmed will be roughly 4. Sometimes less. Sometimes more. Depending on skill roll.
Ive only implemented this for the disarm skill and mesmerizes unwield command.
If the change is agreeable Ill look at rolling it out further.
Dracolich blight spell will no longer destroy heals on the target that have a value of 10k coins or higher. This was changed mainly to prevent NPC Dracos from costing you tens if not hundreds of thousands of coins, in terms of heals you might lose from your inventory. That was certainly never the intention of the spell, and is a brutal player experience.
Mage Weapons have been updated, to hopefully make them more attractive to use.
They now give bonuses to spells, based on your class, or Wu-Jen sphere. Also, they have a new special attack proc you might see fire off from your melee attacks.
As a side "benefit", missile and ice-bolt have been updated to use newer skill code, so let me know if anything looks fishy with them.
As always, blame Darkpoole for any problems. But be sure to let me know about them as well.
The "pollen" command has been update to provide more clarity in regards to what each column means. Not that you probably didn't know what they meant already, but now it is explicit.
There was a bug in the code for the Hunter Snipe skill which checked the target's "perception" skill level when considering whether the first shot against that target catches them off-guard. There is no such thing as the "perception" skill, so this has been changed to be "awareness", which is what the coder probably intended . Before this was fixed, every initial snipe shot was getting bonus damage, which is not what we intended. The awareness of the target will now properly be taken into consideration.
I've updated the newbie area to be a little more interactive, you can visit this area via the newbiearea command, which has also been changed from level 1 to account age, you can use this command until your account age hits 12 months total.
I've also added a few things to the blindmode command such as
Condensed who list Condensed score
but I would love to hear some thoughts about what else to add to the blindmode.
For any of my screen reader friends, if you can think of some ways to make this game easier to access please let me know and I'll see what I can do about adding things in.
I *think* I fixed a bug where exp wasn't properly distributed when the killer was a DoT-like effect. You should now automatically follow, turn damage on and take formation first upon joining the party.
On Sat Mar 07 00:24:32 2026, Burlok wrote: > Greetings Denziens of Tsunami, > I made a pass over a few races and installed some new things. > > DWARF > -Dwarves love to fight and drink. They are not debuffed by alcohol. > -Dwarves always have the forge skill (this is not new). > -A Dwarf of 19+1 or higher can also mythic forge, regardless of quest > points. > > BONUS REDUCTION: Dwarves no longer have a religion bonus. > > GHANT > -A ghant can always "offwield". They do not gain the offhand skill but > they gain a bit of hidden skill each level which will translate to offhand > attacks. > > BONUS REDUCTION: Ghants lost their +10 to offhand. > BONUS INCREASE: Ghants who have the offhand skill gain a couple of extra
> points each level. > > KENKU > SKILL SWAP: Kenku lost FLY but gained FLIGHT. This gives them all the > additional functionality flight has. > > SKAVEN > -Skaven always have the STEALTH skill. Very interested to see how this > will be abused. > > SLEEN > -When a sleen rests it enters a state of brumation which is a more > restorative state than rest. > -A sleen receives BONUS HEALING from ALL SOURCES. > > BONUS REDUCTION: I removed their weapon bonuses and penalties but kept the > ones related to light and dark. > > Oh. I forgot. Dwarves lost their bonus to forge.
Greetings Denziens of Tsunami, I made a pass over a few races and installed some new things.
DWARF -Dwarves love to fight and drink. They are not debuffed by alcohol. -Dwarves always have the forge skill (this is not new). -A Dwarf of 19+1 or higher can also mythic forge, regardless of quest points.
BONUS REDUCTION: Dwarves no longer have a religion bonus.
GHANT -A ghant can always "offwield". They do not gain the offhand skill but they gain a bit of hidden skill each level which will translate to offhand attacks.
BONUS REDUCTION: Ghants lost their +10 to offhand. BONUS INCREASE: Ghants who have the offhand skill gain a couple of extra points each level.
KENKU SKILL SWAP: Kenku lost FLY but gained FLIGHT. This gives them all the additional functionality flight has.
SKAVEN -Skaven always have the STEALTH skill. Very interested to see how this will be abused.
SLEEN -When a sleen rests it enters a state of brumation which is a more restorative state than rest. -A sleen receives BONUS HEALING from ALL SOURCES.
BONUS REDUCTION: I removed their weapon bonuses and penalties but kept the ones related to light and dark.
Plerosis' (clover) bonus accumulated stat boost that comes from its synergy with lily will no longer decay while you are resting. This is so that you can use the enhanced rest that comes from clover's synergy with tulip (in case you have that as well), without be penalized for using the enhanced rest by potentially losing some of your bonus stats in the process.
Ever wanted to play your own octopus inspired race? Want to slap your enemies with your 8 tentacles?
Want to do something weird and slosh around everywhere? -------------------------------------------------------------------------- - Cecaelia are cephalopod humanoids with powerful tentacles, fluid movement, and predatory instincts. They excel at constriction and close-quarters control, but struggle with rigid heavy weapon forms. Their bodies are built for water and shoreline hunting, not dry deserts or heavy plate warfare. Due to having so many tentacles and being a cephalopod they are restricted in what gear they can wear but can equip up to 8 rings. -------------------------------------------------------------------------- - Cecaelia stat adjustments:
Max Sight : +9 Min Sight : +1 -------------------------------------------------------------------------- - Cecaelia is a man-sized race. -------------------------------------------------------------------------- - Cecaelia combat adjustments from terrain:
There is an alternative look of "who" under who2. Functionality should be pretty much the same, lacks titles and pretitles (sorry Nomads). If you like it, just "alias who who2". Comments welcome.
On Fri Feb 06 04:48:29 2026, Darkpoole wrote: > This isn't a change post but its the board everyone will see. > > > > Hey everyone, > > I?m opening up invite testing for a new work-in-progress class: > Deathknight2. > > This isn?t replacing anything yet, but it?s the start of a modern > ?expansion-grade? DK-style kit, with a clean gameplay loop and strong spec > identity. If testing goes well, this could become a full new > class/subclass option going forward. > > What it?s about > > Runic Power is real gameplay (build it, spend it, manage it) > > Frost + Unholy presences you can swap between > > Procs that should feel obvious and exciting (not background RNG) > > Room effects that behave properly (persist, tick, don?t stack infinitely) > > Current kit in testing > > Frost > > Obliterate (generator) > > Howling Blast + Frost Strike (spenders) > > Killing Machine + Rime procs > > Frost Fever status > > Unholy > > Rotrend (generator) > > Graveblight (room corruption template) > > Miasma Surge (spender that strengthens your room rot) > > What I need from testers > If you hop in, I?d love feedback on: > > Does RP feel starved / smooth / flooded? > > Do procs feel too rare / too frequent / just right? > > Does Frost feel like burst/precision, and Unholy like slow inevitability? > > Any bugs, weird stacking, or edge cases (especially around room effects) > > If you?re keen to test, DM me and I?ll get you sorted with access/invite. > ~DP > The first testing phase as finished, I've learned a lot, and have decided to take it in a newerish direction focusing more on runes and the runic weapon. If you previously had a runeknight && gave a lot of feedback, please send me a tell and I'll have something for you. The next iteration is Runereaver - feel free to message me if you'd like to try it out.
On Thu Feb 19 00:00:26 2026, Ghyath wrote: > On Wed Feb 18 17:52:52 2026, Ghyath wrote: > > You can now sail to Windscar Island from port 4e of CoT. > > It is a test island, no hidden features, basically no monsters (except
> Den > > of Beholders), but kind of innovative in terms of "graphical" > > interpretation of your surroundings. > > Since there are so many various clients and settings, I am looking for a > > > feedback about how you like general idea, map symbols, how > understandable > > your movement around is and how messy it is with your client/settings.
> You > > probably need to turn off your brief mode to see the main map feature. > > Feedback please via tells/mudmail/Discord/public channels. Thanks. > > > 4 major biomes should now be populated with biome-fitting animals. Some of > them are smarter. In general the further from the shore, the bigger > animals you might encounter (up to lvl 19). > Windscar Island is temporarily unavailable until Tsunami's sailors schedule regular transport. You will be informed in time about new sea routes.
On Wed Feb 18 17:52:52 2026, Ghyath wrote: > You can now sail to Windscar Island from port 4e of CoT. > It is a test island, no hidden features, basically no monsters (except Den > of Beholders), but kind of innovative in terms of "graphical" > interpretation of your surroundings. > Since there are so many various clients and settings, I am looking for a
> feedback about how you like general idea, map symbols, how understandable > your movement around is and how messy it is with your client/settings. You > probably need to turn off your brief mode to see the main map feature. > Feedback please via tells/mudmail/Discord/public channels. Thanks. > 4 major biomes should now be populated with biome-fitting animals. Some of them are smarter. In general the further from the shore, the bigger animals you might encounter (up to lvl 19).
You can now sail to Windscar Island from port 4e of CoT. It is a test island, no hidden features, basically no monsters (except Den of Beholders), but kind of innovative in terms of "graphical" interpretation of your surroundings. Since there are so many various clients and settings, I am looking for a feedback about how you like general idea, map symbols, how understandable your movement around is and how messy it is with your client/settings. You probably need to turn off your brief mode to see the main map feature. Feedback please via tells/mudmail/Discord/public channels. Thanks.
After some discussion with the resident Bug monk. It was realised that one of the imbues actually had an issue which caused the other elements to fire more rapidly and uncontrollably. This issue has been fixed/patched, but the chance to proc is now much better (twice better to be preciseish) and in doing so, I've lowered the amount of areas/notches needed to get the next imbue, you can find it out at help monk stick or read below.
Imbue unlocks (by notches / explored locations) ----------------------------------------------- Your stick level increases once for every 3 explored locations notched onto the stick. This means imbues unlock at specific notch totals:
I created a fun little Tower Defence game in the arcade (2d 2w u from CoT) - It's not a super intensive game but its a fun little interactive thing if you want something to do while bored.
New Level 30 Fighter Dungeon: The Iron Proving Hall
The old fighter mazes have been retired and replaced with a new dungeon built for pure combat progression: The Iron Proving Hall. This is a level 30 dungeon packed with fighter-type enemies and it follows the same rules as Aincrad.
Clear the room to advance: the next room won?t open up until everything in the current room is dead. No dipping out: if anyone leaves the dungeon, the run resets and it will need to be started again from the beginning.
Boss + Loot The final boss has a chance to drop a Tier set piece for fighter subclasses. If you want fighter gear, this is the new proving ground. If you were farming the old fighter mazes, this is the replacement. Bring a proper build, bring sustain, and commit to the run, because the hall doesn?t care how close you were.
I'll await feedback before I start working on the other Class Mazes but I can guarantee it'll be worth it when you eventually get a 4 piece.
I have unrestricted the iview command. It is now available to all players during invasions whether you are native or not without the need for a magic mirror.
On Tue Dec 16 03:49:51 2025, Darkpoole wrote: > Heyy, > > > Worm tunnelling now incurs an SP penalty that gradually adds up over time > and will kick you out of tunnelling if you're too low on SP - As well you > can't rest while tunneling to prevent what is basically a sanctuary for > not being killed. > > If this goes against Burlok's design idea i will be happy to revert it > > > Thanks! > This is still true EXCEPT a worm gets 8 rounds before the sp drain kicks in.
A worm currently auto-tunnels after each kill (plunging back beneath the ground) and the sp cost was completely justified since people were idling but by giving a grace period of a few rounds a worm is able to burst from the ground to swallow its foes still without having an additional xp cost for being cinematic.
With the recent influx of some new players who happen to skip the introduction quest. I've made the book available from Magnus (w,s,w,d) from CoT - as a reminder he's also quite helpful and you can ask him about most subjects about the mud and he'll hopefully be able to give you the answer you are looking for.
I thought I fixed this ages ago but apparently not. Beholder's now instead of just spamming shield, will use their offensive and defensive skills as they were meant to.
This isn't a change post but its the board everyone will see.
Hey everyone,
I?m opening up invite testing for a new work-in-progress class: Deathknight2.
This isn?t replacing anything yet, but it?s the start of a modern ?expansion-grade? DK-style kit, with a clean gameplay loop and strong spec identity. If testing goes well, this could become a full new class/subclass option going forward.
What it?s about
Runic Power is real gameplay (build it, spend it, manage it)
Frost + Unholy presences you can swap between
Procs that should feel obvious and exciting (not background RNG)
Room effects that behave properly (persist, tick, don?t stack infinitely)
Current kit in testing
Frost
Obliterate (generator)
Howling Blast + Frost Strike (spenders)
Killing Machine + Rime procs
Frost Fever status
Unholy
Rotrend (generator)
Graveblight (room corruption template)
Miasma Surge (spender that strengthens your room rot)
What I need from testers If you hop in, I?d love feedback on:
Does RP feel starved / smooth / flooded?
Do procs feel too rare / too frequent / just right?
Does Frost feel like burst/precision, and Unholy like slow inevitability?
Any bugs, weird stacking, or edge cases (especially around room effects)
If you?re keen to test, DM me and I?ll get you sorted with access/invite. ~DP
Darkarn wrote an original prestige subclass of Shaolins with intention of them being lonely in the cruel world of Tsunami. Probably during some festivities (or for some reason unknown to me) this was changed and Shaolins could party like everyone else. Well, until today when they decided to follow the lonely path again. Similarly the elusive hardcores.
I've fixed an oopsie doodle with party follow that should now work again, in saying that it was hacked and slashed together using an old backup, so there's a possibility that some old stuff went through as well. if you notice anything weird please send me a tell :)
HEARTHSTONE has been updated to include TRAVEL: help hearthstone GATE has been updated to include TRAVEL: help spells gate FLIGHT has been updated to include TRAVEL: help skills flight WORMHOLE has been updated to include TRAVEL: help spells wormhole CORRIDOR has been update to include TRAVEL: help prayers corridor
BONUS NEW SKILL: Bards have gained the song TRAVELERS TUNE. Skill level will decrease the needed exploration percentage to travel. HEROIC BARDS can travel to areas they have only begun to explore.
Let me know if any functionality of any skill is broken. I did thoroughly test all the things but im not perfect.
Recent feedback from new and returning players has been that travel across the land can be difficult as our memories from many years ago have faded and that even when you know where you are going its very easy to get turned around.
Ive implemented a system for general player testing that will allow players to travel to realms they have reached a certain exploration threshold in.
Currently that threshold is 61 percent.
See help hearthstone See help gate
Both allow for the argument EXPLORED which will show destinations you meet the exploration threshold for.
For you champion explorers who will have a huge list you can also restrict the output by level EXPLORED -
Using gate / hearth / phearth will let you pick from these realms as well. Hopefully all the costs and restrictions should be in place.
If anyone has other suggestions on how to use this system (or additional skills to consider modifying) please let me know.
New and returning players have provided feedback that navigating the realms of Tsunami can be challenging. As a result, Burlok is working on a travel-system.
WHAT WE NEED: We need to record the âentry locationâ for each realm.
The âentry locationâ is the first room you would enter off of the main area into the REALM. You can type ârealmâ and see where you are. For example CoT is in MAINLAND TOWN.
CONTEST Players are being given the opportunity to help Burlok declare entry-rooms to the various realms for MUD PRIZES. There is a COG DISPENSER at cot which will give you a gps cog.
You can see which realms are needed via the command âgps neededâ.
Travel to a needed realm and type âgps submit â where is the typical level a player would adventure in this area (you can only pick 1 level). This level will be important to the travel system also.
You can view your progress with âgps contestâ while holding a cog.
Burlok will be reviewing submissions every few days and approving ones that appear to correctly identify the âentry roomâ.
The contest ends February 28 OR whenever the majority of the realms have entries.
CONCEPT: The Native of Tsunami eschew the civilized world. They move across the world pillaging the fringes of society which unleashed evil-powers upon them.
All native classes now have access to pillaging and pillager.
See: help pillaging
Let me know if anything isnt working / doesnt appear to be set-up right.
On Sat Jan 10 06:21:09 2026, Burlok wrote: > Barbarians have gained the pillager skill! See help skills pillager. > > This gives nomadic pillagers a mobile base. Allowing them to take a break > from time to time without losing their standing. > > I will continue working on testing this in conjunction with anyone else > who wants to use it. If you find an abuse let me know. > > I will add it to other pillagers (Berserker, Amazon, More?) once I am more > confident its working as intended. > > The 300 round cooldown begins when the pillager who made the camp exits. A > logout will clear the cooldown .. > .. but it also clears your pillaging score. > > You can see your timer's status by typing pillager. > Berserkers and Amazons have access to the pillager skill now.
Barbarians have gained the pillager skill! See help skills pillager.
This gives nomadic pillagers a mobile base. Allowing them to take a break from time to time without losing their standing.
I will continue working on testing this in conjunction with anyone else who wants to use it. If you find an abuse let me know.
I will add it to other pillagers (Berserker, Amazon, More?) once I am more confident its working as intended.
The 300 round cooldown begins when the pillager who made the camp exits. A logout will clear the cooldown .. .. but it also clears your pillaging score.
You can see your timer's status by typing pillager.
PROBLEM: Incorporeality would remove all of a DKs equipment forcing them to manually re-wear. How tedious.
CHANGE: Going incorporeal will now re-equip valid item slots. It will mark the items (codewise) to know which ones it took off. CHANGE: Going corporeal will now FIRST attempt to re-equip all of the items incorp marked.
CHANGE: Going corporeal will SECOND fill any remain slots with items selected from the "suit up" command.
ENHANCEMENT: Clarified what equipment a DK can wear in its states in a more straightforward fashion in the code.
WHEN INCORP: Deathknights cannot wear boots, gloves, other, or helmet.
BONUS CHANGE (Reduction?): Deathknights can NO LONGER wear mortal shields. Only death shields.
--Willing to have a conversation about changing the way they get death shield.