Changes board

Dagger of Time haste fix - Raine

The haste from the Dagger of Time now ends when you unwield the dagger, rather than lingering after you swap weapons. Haste from any other source, such as spells or other items, is unaffected.

Published November 10, 2026, 7:04 am

A new look for the account page - Wildcat

The account page on the website (https://www.thebigwave.net/account/account.php) has been redesigned.

At the top you see your account, email, how many characters you have and how long you've been playing, with tags for linked Discord, Patreon and passkeys.

Sign-in & security gathers your password, passkeys, SSH keys, security question and email in one place, and shows how many passkeys and SSH keys you have on file.

Connections shows whether your Discord and Patreon are linked, with buttons to link or unlink them, and a Play now button for the web client.

Your characters are listed in the same order as the game's account menu, with level, race, class and when you last played them. A filter box finds a character by name, race or class, and if you have test characters you can hide them (the website remembers your choice).

Wizards get a Wizard tools section on the account page with the editors, directory browser, reload, unassigned bugs, WebDAV, MCP access and reserved names. These used to be the Wizard Menu in the site's main menu, which is gone. The directory browser and reload were broken and work again.

Also fixed: going to the account page could bounce between the account page and the login page ("too many redirects") once you had been idle for 15 minutes. It now picks your login back up.

Published November 9, 2026, 3:08 pm

Passkeys: log in without your password - Wildcat

You can now log in to the website and to the web client with a passkey instead of typing your account name and password. A passkey is kept by your phone, computer or password manager (iCloud Keychain, Google Password Manager, Windows Hello, 1Password, a YubiKey and so on) and you unlock it with your fingerprint, face or device PIN. Tsunami only stores its public half, so there is nothing here worth stealing.

To add one: log in at https://www.thebigwave.net/account/login.php, open your account page, choose Passkeys, enter your password and follow your browser's prompt. You can give each passkey a name, see when it was last used, and remove it again (remember to delete it from your device too).

A passkey can be for your whole account or for one character: - An account passkey works for every character. On the website you pick the character after using it, and in the web client it takes you to your account menu. - A character passkey logs you in to the website as that character, and takes the web client straight into the game as that character. You can have both kinds side by side on the same device.

Website: on the login page, press "Log in with a passkey".

Web client: on https://client.thebigwave.net press "Log in with passkey". The client checks your passkey with the website, connects, and logs you in without asking for a password.

Your password keeps working everywhere, so you can still log in from a device that doesn't have the passkey, and from Mudlet, telnet and other clients (they can't use passkeys; for a terminal there are SSH keys, see 'help ssh').

The game knows how you came in: 'connection' says "logged in with a passkey".

Published November 9, 2026, 3:08 pm

Secure connections: TLS, https and SSH - Wildcat

Tsunami now supports encrypted connections. Plain telnet on port 2777 (or 23) sends everything you type, including your password, as readable text that anyone between you and the MUD can see. Each of the connections below encrypts the whole session, so we strongly recommend switching to one of them.

MUDLET (TLS): Set your profile's server to tsunami.thebigwave.net and the port to 8023, and tick "Secure" next to the port. Nothing else changes: GMCP, the Tsunami UI package and compression all still work. TinTin++ (#ssl) and Blightmud (-t) also work on 8023. See 'help mudlet' and 'help tls'.

WEB CLIENT (https): The web client at https://client.thebigwave.net/ (or 'Play Now!' on the website) is already encrypted end to end. See 'help client'.

SSH: From any terminal, type: ssh character@account@thebigwave.net Use your character name, then your ACCOUNT name after the second @. Leave out the character (ssh account@thebigwave.net) to get your account menu, or connect as ssh new@thebigwave.net to make a new account. ssh prints "PTY allocation request failed" when you connect; that is harmless, and ssh -T hides it. Port 2222 works too if your network blocks 22. See 'help ssh'.

SSH KEYS: For the best security, log in with a public key instead of your password. Log in at https://thebigwave.net/account/ssh_keys.php and paste in your public key (the .pub file, for example ~/.ssh/id_ed25519.pub; make one with ssh-keygen -t ed25519). Your password then never leaves your computer, can't be guessed or phished through SSH, and isn't typed at all when you connect. A key works for every character on your account; add one per computer and remove a lost one on the same page.

Type 'connection' in the game at any time to see whether your current connection is encrypted.

Published November 8, 2026, 6:39 pm

Wu-jen (Water sphere) - Dessicate spell - Ghyath

Dessicate's debuff never expired, now it does. Its duration is still very long so it shouldn't ever expire during combat.

Published November 8, 2026, 11:14 am

Wu-jen (Earth sphere) - Tremor spell - Ghyath

Originally tremor's debuffs began recovering after 2 seconds, which made the spell basically useless. Now it takes three times longer hopefully making tremor a little more useful (especially in certain situations).

Published November 8, 2026, 10:53 am

Aramas, fey and juggers HP/SP issues - Ghyath

There was a deep recursion bug with NPC aramitamas and their hp/sp setting. Further investigation revealed similar issue was also with sylphs and juggernaughts. I fixed all 3 and since it also effects player characters, please report anything unusual. Thanks.

Published November 8, 2026, 1:30 am

Crusader - divine wrath prayer - Ghyath

There was a bug with divine wrath prayer and its AoE effectiveness. This has been fixed and before panicking, I would like to point out is still better than many other AoE spells out there. Thanks to Riki for pointing it out.

Published November 8, 2026, 1:23 am

Follow-up: Wu-jen and physical shields - Raine

A follow-up to the armour and shapeshifting update: Wu-jen were unintentionally able to equip physical shields. This has been corrected, restoring their intended restriction against using shields, including non-metal shields.

This affects Wu-jen of every race. Shield, Fireshield and Windshield spells continue to work as before.

Existing Wu-jen need to log out and back in to receive the correction. No currently equipped items have been forcibly removed.

Published November 7, 2026, 10:18 am

Armour and shapeshifting updates - Raine

Armour checks have been made more consistent, especially for shapeshifters and characters with racial or equipment restrictions.

Shapeshifters: previously, equipment checks could disagree with what your form allowed, blocking usable gear or showing misleading choices. Your current form now decides which kinds of equipment you can wear, while your race's limits and any bans on metal or magical armour still apply.

Vampires: worn armour was still adding protection in bat, beast and mist forms, despite being described as melded into your body. It now provides no armour protection while shifted. Its protection returns when you resume humanoid form; your other defensive bonuses remain.

Mages, including Enchanters: metal armour could previously slip through the checks. All Mage subclasses now follow the documented restriction to non-metal armour.

Equipment displays and shop checks have also been brought into line with these rules. Some existing equipment and characters may take time to pick up the changes.

Published November 7, 2026, 10:00 am

Bio command update - Ghyath

The "bio" report is easier to read. The columns stay aligned as numbers grow, and color and plain-text modes now show the same stats, including Last Kill XP and the combat-round percentage. Kill records show full names, and the report now displays your total monster kills. - bio clear resets damage dealt and taken, combat rounds, and SP spent. It also restarts the combat-round percentage timer. - bio eclear resets XP gained and starts a fresh timer for XP/hour and XP/minute. Your Last Kill XP is kept. Use setenv nobiokills 1 to hide Favorite Kills. Type help bio for the full command reference.

Published November 6, 2026, 3:49 am

Automatic defaults and unique subclass colors - Raine

Default colors now apply automatically wherever you have not set your own colors. You do NOT need to run 'colour defaults' or save a color scheme to get them. The defaults are looked up when text is displayed; they are NOT added to your saved color settings.

Every subclass now has its own unique official color defined. These colors are used automatically where subclass colors are displayed. Clients with fewer available colors show the nearest supported shade.

Your choices still take precedence. Set any specific color manually to override its default, for example:

colour tell BOLD+GREEN colour necromancer RED colour account tell BOLD+CYAN

Character settings take precedence over account settings for the same color. Explicit category colors also take precedence over automatic defaults. Remove an override with 'colour ' (or 'colour account ') to inherit colors again.

To disable the automatic default-color setup entirely:

setenv no_default_colors 1

This setting is account-wide. It stops automatic defaults from being used, while keeping any colors you explicitly configured. To enable automatic defaults again:

setenv no_default_colors 0

If you were already logged in when this was introduced, fully quit and log back in to pick up the updated player code.

Published November 5, 2026, 7:30 am

Spider: masticate messages show damage - Darkpoole

Masticate (Wolf Spider) always dealt damage, but its messages didn't show how much. Every chew printed the same gory line, even when armour or resistance absorbed the whole hit.

Masticate messages now scale with the damage dealt, the same way bite's do, from shallow scrapes up to chewing through to the bone. A chew that does no damage now shows the usual "avoided physical harm" message.

The opening line no longer claims a savage chew before the hit is worked out. It now reads "You seize in your mandibles!"

Masticate's damage and its resistance/toughness debuff are unchanged.

Published November 5, 2026, 1:17 am

The world map is up to date again - Wildcat

The Map of the World on the website has been brought up to date: https://www.thebigwave.net/map.php

The spots now come from the areas themselves, so the map follows areas when they move. The Magic School is next to the Quiet Estate. Otsego County and the Darale Ballfield are on the map. Dragonmyrth has a spot for the town on the south coast of its island, with Valasar to the north-northwest, Treylore to the northeast and Karakas's Castle north of Valasar. Faeries and the Valley of the King are back.

Point at a spot or region to see the area's name and levels, and click it to open the area's page on the wiki (the old links were broken). The map also scales to the width of your browser now.

Published November 4, 2026, 9:03 pm

Tsunami now speaks UTF-8 - Wildcat

The MUD now uses UTF-8 everywhere, including telnet, the web client, Discord, the boards, mail and the database. Accented letters (å ä ö é), curly quotes, symbols and emoji now show correctly for everyone, whichever client they use, and they come through Discord intact in both directions. Your saved aliases, titles, mail and tell history were converted. If you had the same alias typed two different ways (for example "ö" from two clients), the newer one was kept. Most clients need nothing done. Mudlet switches to UTF-8 by itself: we now offer the telnet CHARSET option. MUSHclient users should tick "UTF-8 (Unicode)" in the world's Output settings. If accented letters or symbols look like two odd characters (é instead of é), or what you type loses its accents, your client is still using Latin-1. This mostly happens with zMUD, older CMUD, BlowTorch or Windows telnet. To go back to Latin-1, type: setenv charset latin-1 With latin-1, characters your client can't show become the nearest plain one (a curly quote becomes ') or a "?". Use 'setenv charset ascii' for plain ASCII only, or 'setenv charset auto' (the default) to let your client and the MUD agree on it again. The setting is account-wide. Report anything that looks wrong with 'bug' or 'typo'.

Published November 4, 2026, 6:07 pm

Tell several players at once - Wildcat

You can send one tell to several players again: separate the names with commas and no spaces, for example 'tell Frug,Friend,Hotmudchick Hi guys!'. Each player gets the tell as if you had told them on their own, so offline players have it stored and Discord-linked players get it there too. You can name up to 10 players at once, and repeated names are only told once. 'retell' after a group tell goes to the whole group again. 'tell friends' now works when more than one of your friends is online. Before, it failed with "No player named ... exists". See 'help tell'.

Published November 4, 2026, 5:25 pm

Old board archives on the website - Wildcat

The archived boards (the attic, 2006-2026) can now be read on the website: https://www.thebigwave.net/board.php?attic=1 Public boards (Suggestion, Explorer, Humour, Changes, Main, Praise, War, Equipment, Magewar, Feedback, Meet-up) are open to everyone, for example https://www.thebigwave.net/board.php?attic=1&board=suggestionboard Guild board archives can be read by members of that guild (Monk Board: monks), and the Wiz Board archives by wizards. Log in on the page with your character name. If you were already logged in on the website, log out and in again first: https://www.thebigwave.net/logout.php The current boards are still at https://www.thebigwave.net/board.php, which now links to the archives.

Published November 4, 2026, 5:13 pm

Armour wear rules and PK checks cleaned up - Wildcat

Armour now decides who can wear it from one shared set of rules (race, class and subclass), instead of an old hard-coded list of class numbers. All three armour bases (/obj/armour and both gen_eq armour inherits) use it. For every character with a current subclass nothing changes: the same characters were checked before and after and got identical answers for every armour type, metal or not.

Characters without a current subclass now follow their class's armour rules instead of the old per-class list, which refused dragons, fey, monsters and horrors almost everything. Beginners follow their race's rules as before.

Fixed: checking whether you could wear an armour could leave the game treating you as the current player after the check (a stray this_player). Wizards can now wear any armour, as they can already wield any weapon.

PK: the Spy-vs-Spy rule and the Chaosmage exceptions (may attack immortals, ignores PK OFF) now live in the Spy and Chaosmage subclass shadows instead of being hard-coded in the player object. The rules themselves are unchanged. Players pick this up on their next login.

Armour items already loaded keep the old check until they are reloaded or the next reboot.

Published November 4, 2026, 4:46 pm

Channel /last: more history and time windows - Wildcat

Channel history now goes back much further, and /last can show a time window as well as a number of messages.

/last the last 15 messages, as before /last 200 the last 200 messages (up to 500, for everyone) /last 180m everything from the last 180 minutes /last 3h everything from the last 3 hours

A time window can go back as far as you like, and shows up to the latest 500 messages in it. Listings of an hour or more show the date and time of each message instead of "minutes ago".

Long listings are paged like 'more': enter for the next page, b to go back, q to quit, /text to search. If you'd rather get everything at once, use 'setenv pager off'.

History is kept across reboots, so 'chat /last 12h' still works right after one.

(Thanks to Wildcat for the 2012 todo, bug 11636.)

Published November 4, 2026, 4:27 pm

Aggressive monster colours and (AGGRO) tags - Raine

You can now give aggressive monsters a separate colour in room listings:

colour aggressive_monster RED+BOLD

To use it across your account:

colour account aggressive_monster RED+BOLD

Without this setting, monsters keep your existing living colour. To remove it, use 'colour aggressive_monster', or 'colour account aggressive_monster' for the account setting.

BLINDMODE now adds a plain (AGGRO) tag to aggressive monsters in room summaries, including look and whereami. The tag works with colours disabled, so screen readers can announce it.

Outside BLINDMODE, the tag is hidden by default. To enable it:

setenv aggro_tag on

Use 'setenv aggro_tag off' to hide it again outside BLINDMODE. This setting is account-wide; the tag and colour can be used independently.

Both indicators reflect a monster's aggression towards you. They do not guarantee that it can overcome stealth or protection and attack.

Thanks to Gadwall for report 19070.

Published November 4, 2026, 1:54 pm

Reset your damage statistics - Raine

You can now use:

damagestat reset

This zeros your displayed damage statistics and starts a fresh measurement window, making it easier to compare attacks, abilities and equipment. Melee, ability, follower and damage-type statistics will show only activity recorded after your latest reset.

Reset affects only your own damagestat display. You can use it as often as you like during your session. See help damagestat for details.

Thanks to Cupcake for the suggestion (19180).

Published November 4, 2026, 1:06 pm

Warlords can now name their squires - Raine

Warlords at level 19+1 can now name their squires with:

do squire name

You can also use fname while your squire is summoned. The name is remembered across summons. Use do squire name or fname without a name to clear it.

Names must follow the normal naming restrictions: one word, letters only, up to 12 characters. Existing player names, reserved names, banished names and names already used by a living creature are unavailable.

Only the warlord and current members of their party can target the squire by its custom name. The usual squire aliases still work for everyone.

If you already have a squire summoned, dismiss and resummon it to use this change.

Thanks to Pintail for the suggestion (19221).

Published November 4, 2026, 1:02 pm

/room is gone: wars, shops and lots moved - Wildcat

The old /room directory has been emptied and removed, without a reboot (bug 7410). War moved to /d/war/war. TWar now runs from /d/war/twar only; the old second copy in /room/twar is archived. This also fixes TWar paying War Tokens twice and its stats not reaching the database. Shops moved to /d/mudlib/shops (shop saves in /data/shops). Player lots moved to /d/mudlib/shops/lots; every owned lot and shop kept its owner and stock. Saved items, lockers, houses and mail were updated to the new paths. Wizards: use the new paths in your code; writes under /room are refused now.

Published November 4, 2026, 12:57 pm

Wyvern - Raine

Wyverns now have camouflage instead of blend, allowing concealed movement through natural terrain.

Paralytic and muscle sting now also apply the normal toxin effect, subject to its usual checks.

Published November 4, 2026, 12:35 pm

Churning through bugs and suggestions. - Raine

The following bugfixes and suggestions have been implmeneted and should be live now:

Orcus’s newly tracked minions now disappear immediately when he dies. Devoured enemies show in their shorts. Contagion protects party members, war teammates, and allied followers now. Inspire decay says “less inspired” now. Added bid minbid and accepts the advertised first-bid price. Added auction command instructions. Auction purchases are now automatically marked. Untargeted 'greet' emote greets everyone. Added combinable shop filters: list usable and list nosave (list usable nosave also works) NPC-forged equipment is no longer automatically marked. Rest now explains movement and combat interruptions. Added party nofollowers on|off, party forcefollow [all|name], and setenv no_party_forcefollow 1. Pickup messages show full item descriptions and containers for single item pickups. Shop listings show minimum item levels. Aincrad dungeon enemies support the aincrad_monster alias now. Vampire gains are ordered by family learning cost. Wu-jen help explains spell slots and selecting spells. Paralysis displays seconds remaining. Untargeted bleed selects the grappled victim. Pixies display (gathering) while gathering pollen. Shaking an exhausted healing helmet now destroys it. Offering flour to Morgantha gives immediate confirmation.

Published November 4, 2026, 11:43 am

Changes board on Discord fixed - Wildcat

Posts from this board show up in Discord's #changes channel again as a proper code block.

Two things had broken it. Posts longer than one Discord message (2000 characters) were split without closing the code block, so the rest showed up as loose text. And since the new formatting engine went in on 3 Nov, the backticks that start the block were being escaped. Long posts now close and reopen the block in each piece, and the board sends its text as markup that turns into a real code block.

The two "Bug sweep 30-Oct" posts are still the broken ones in Discord. Read them here on the board or on the wiki.

Published November 4, 2026, 10:58 am

Linkdead fix for webclient players - Wildcat

Players who lose their connection while using the webclient (or TsunamiUI) are now correctly marked as linkdead. Your character is moved to safety in the linkdead room as usual, and if you don't reconnect it will autoquit normally, keeping your inventory, instead of lingering in the game indefinitely.

Published November 4, 2026, 10:52 am

Mudlet UI: mapper "No path" error fixed - Wildcat

The Tsunami UI package for Mudlet printed "(mapper): (error): No path to chosen room found." on every move and every combat round. The map was trying to walk you to the room you were already in each time it re-centred. It now only centres the view.

The fixed package is version 3. Mudlet installs it automatically the next time you connect (unless you turned it off with 'gmcp ui off'). To get it right away, type 'gmcp ui update'.

Published November 4, 2026, 10:44 am

Channel history now survives reboots - Wildcat

Channel history is now saved across reboots. /last on a channel shows its recent messages even right after a reboot or update, instead of starting empty. It is still limited to the last 50 messages.

Published November 3, 2026, 5:57 pm

New text formatting, tags and settings - Wildcat

Tonight's reboot brought in a new system for colours and text layout. Your settings have already been carried over to the new names (15,793 characters and 60 accounts were updated), so there is nothing you need to do.

WHAT YOU SEE Everything you receive is now laid out for your own client: your colours, your screen width, your settings. Colours your client can't show are matched to the nearest one it can, and the game now asks your client how many colours it supports, so Mudlet and modern terminals get full colour on their own.

NEW TAGS (on channels, tells, says, poses and boards) [code] [b]bold[/b] [i]italic[/i] [u]underline[/u] [s]strike[/s] [color=red]red[/color] [color=X45]xterm colour 45[/color] [color=#ff66cc]any colour[/color] [url=https://thebigwave.net]a link[/url] [img]https://example.com/pic.png[/img] [list][*]one[*]two[/list] [list=1][*]numbered[*]list[/list] [quote=Name]something said[/quote] [spoiler]hidden until selected[/spoiler] [/code] Use [code]...[/code] to show text exactly as typed. A tag that is never closed, like [code][U][/code] or [code]arr[i][/code], shows as plain text, and [code][[[/code] gives a single [code][[/code]. Links show their real address after the name. Lists show up to 10 items on their own lines. On Discord all of these turn into Discord formatting.

SETTINGS (setenv), and what they replace terminal auto (default), ansi, xterm256, truecolor or none color on/off (was no_color) wrap on/off (was nowrap) width number or auto (was columns) height number or auto (was rows) pager on/off (new: off shows long text all at once) commas on/off (was nocomma) screen_reader on/off (was screenreader; lists and code are read out)

PAGER Long text (help, boards, mail, files) now pages by what fits on your screen. At the More prompt: enter = next, b = back, q = quit, /text = find, n = next match, g 120 = go to line 120.

See: help bbcode, help setenv, help more, help colour

Published November 3, 2026, 2:28 pm

Channel history - Ghyath

Channel history has been expanded! Use "chat /last 50" to view up to 50 recent messages. You can also request smaller amounts, such as "chat /last 30".

Using "chat /last" without a number still shows the last 15 messages. This applies to other standard channels too.

Published November 2, 2026, 9:05 am

Fragments vs. charmies/followers - Ghyath

Long story short there was a scenario when a charmie/follower landed a killing blow, player was supposed to be rewarded fragments for the kill, but the charmie/follower was actually marked as a killer for purpose of fragments calculations. I *think* I fixed this, but since it might have further consequences, I am explicitly posting this fix so you can keep and eye on exp/fragment rewards on kill. Please bug anything unusual. Thanks.

Published November 2, 2026, 6:11 am

Clans: castles, Curia Regis and raids - Darkpoole

The clan system has been finished! See 'help clans' (or 'clans show') for the full details.

DONATIONS AND THE CURIA REGIS - In your castle treasury: 'castle donate ' to give coins to your clan. - The Curia Regis is your clan's council: its four most generous donors who have donated or visited the castle in the last 30 days. 'castle council' shows who they are. - Only the Curia Regis can spend the treasury.

CASTLE UPGRADES (up to level 10 each, paid from the treasury) - Castle: your clan's bonuses get stronger. - Portcullis: your castle guards are tougher. - Treasury: a Call to Arms counts for more. - Throne: a Call to Arms can be called sooner. - Guardrooms: more guard rooms between the gate and the hall. 'castle status' shows your castle, its treasury and upgrade costs.

GUARDS - 'castle guards', 'castle hire guard' (up to three per room) and 'castle train guard'. - Guards stop outsiders getting further into your castle, and return after they're killed.

TROPHY ROOM AND RAMPART - Trophy room: 'read records' for your castle, raid wins, council and recent history. - Rampart: 'survey' the guard rooms below. During a raid you can 'pour pitch' on raiders.

RAIDS - Every Saturday 19:00-21:00 (game time) the castles are open to raids. - Fight through a rival castle to its throne room and 'claim throne' for your clan. - The clan with the most claims wins 5% bonus experience for the following week.

OTHER CHANGES - A Call to Arms now also helps players without a clan, at half strength (except during a raid). - Free clan abandons now actually remove you from your clan. - 'castle status' showed the clan balance and total donated the wrong way round. - The Explorer Call to Arms works for players who already have a Berzerker frenzy. - 'initiate' accepts amounts with commas, and no longer takes your coins if someone else called a Call to Arms first.

Please bug anything that doesn't work as described!

Published November 2, 2026, 2:29 am

Bug fix roundup - Darkpoole

A big batch of bug fixes, thanks for all the reports!

Quests - Terror of Tramtris: Nipep replaces a lost Ring of Truth if you haven't finished the quest. - Ionia gives a ring for the vial even after someone else has had one. - Bugbears: Saeros tells you why when someone else got the kill, and keeps the corpse out of it. - Askook needs all three eggs, and says so if you've already had the amulet. - Ritual of the Moon: Klaen gives the papers again after a quest reset. - Forlorn traitor: bread counts even if you hand it over before asking. - Road to Elysium: the hourglass is removed when you finish (after reboot). - Dreams of Kartur: 'put X in bag' at the veil no longer counts as a wrong gem, and a gem placed just as the colour changes still counts. - Clyde (cornfield) can be asked things again once awake. - Arta 'Vyper hands back items you give him (they go in the flask). - Derro prisoners can't be released while the derro are watching. - Darale angel: the cursed amulet loads properly.

Explore - These rooms now count: the Chaos pit, the Vortex Chamber, the Punkland cannon landing, the Dixton beach rocks. - 'explored missing' finds rooms in all of an area's directories and no longer errors. - Old unreachable Apocalypse rooms are being removed from the counts.

Rooms and items - Ariston armour/food shops no longer empty out, and all shops now restock sold items properly. - Burgomaster cellar: you can pick up dropped items again. - Mausoleum: fixed the mask description and 'put' in that room. - Lot 52 has its exit back, and lots can't lose their exits any more. - 'read sign' works on road signposts. - The lemur no longer answers to 'ape'. - 'realm' up a planted tree no longer says you're in a bad room. - Weather no longer says 'You are inside.' mid-sentence. - Steel spike, dark strike and penance errors fixed.

Coming at the next reboot - Ghosts can pass exit guards (corpse runs past the Destard trolls). - No more stray 'add_obj failed' messages after weather control. - Abyss 'actions' works. - Gear no longer lost on reboot or link-dead logout.

Also: character creation now shows Hardcore when you pick it, and the auction house runs every hour.

If something still isn't right, please bug it again!

Published November 1, 2026, 12:25 am

Account-wide tell /last - Darkpoole

'tell /last' now shows the tells of every character on your account, not just the one you're logged in on (idea 14003, thanks Streak!).

- Tells for one of your other characters are marked with its name, e.g. [Alt] Bob told you: hi - Only you can see this. Nobody else learns which characters are yours, and replying is still a normal tell from whichever character you're on. - 'tell /last here' shows just the character you're on. - Names and amounts work as before: 'tell /last Frug 100' - Offline tells are now kept against the character they were sent to, instead of whichever character you read them on. - During a war you only see the current character's tells, the same as /offline. - 'tell clear!' clears this character's history, 'tell clear! all' clears every character on the account.

The new history starts from today, so older tells won't show up in it. See 'help tell' for details.

Published November 1, 2026, 12:18 am

Overdue Changes - Raine

- Combat imbues: weapons boosted by Emblaze, the Frenzy clan fire boost, Envenom or Ensorcel no longer lose their own on-hit effects (like HP steal) while imbued. - Disguise: while disguised, your disguise name now shows in action messages such as inspire, emotes and combat. Shout, tell, channels and pose still show your real name. - Command chains: commands joined with ; now work with commands that come from items and rooms (for example the dream cloak: dream breathe;do breathe all). - New characters: the Dracolich phylactery and Mummy canopic jar now work right away for new characters, with no relog needed. - Vampires: the brittle-bones weakness now updates as soon as you gain or reset Potence in the blood room. - Witches: casting broom while you already have one now tells you it was renewed, and reminds you to ride broom to fly. - Emond's Field (Westlands): the villagers no longer attack Horror, Monster, Dragon, Undead or Fey characters below level 16. - NPC-crafted items: blades, blowguns and pipes that NPCs craft for themselves won't clog your inventory anymore after certain events. - Bug reports: if several of your characters are involved in a bug report, your account now gets one notification instead of one per involved character.

Published October 30, 2026, 2:26 pm

Tells now reach you on Discord - Wildcat

You can now link your Tsunami account to Discord and trade tells with players from there.

Linking discord link gives you a link (good for 15 minutes); open it and log in to Discord. Linking again replaces the old link. discord unlink removes the link. discord shows whether you are linked. Discord links made before today still work.

On Discord Once linked, tells to any of your characters also arrive as a direct message from the Tsunami bot (Jabberwock), with a Reply button. From Discord you can also: /tell /reply (answers the last player whose tell reached you) or send the bot a direct message: tell , reply , or a Discord reply to one of its tells. Tells you send from Discord are marked (discord). They follow the same rules as in-game tells: ignore lists apply, and a player who is not logged in finds them in 'tell /offline'.

Turning it down setenv allow_discord_pm 2 only while you are not logged in setenv allow_discord_pm 0 never When your tell also goes to someone's Discord, you'll see "Your tell was also sent to 's Discord."

The old 'discord verify' still works and now does the same as 'discord link'.

Published October 30, 2026, 2:17 pm

Kegs reverted - Darkpoole

Keg healing is back to 10 x your level per drink. The 10%-of-max-HP version from this morning's bug sweep turned out to be roughly a third of the old heal at every level - sorry about that, and thanks for the feedback.

Nothing else about kegs changed: you still pay only for what you heal, with the same short pause between drinks and the same 'too drunk' penalty.

Kegs bought since the earlier change keep the weaker heal until you buy a new one or the next reboot. [new]

Published October 30, 2026, 5:51 am

Spider2: open playtest - wolf or orb? - Darkpoole

The refreshed Spider is now available to everyone as an OPEN PLAYTEST. Look for Spider2 under Horror at character creation. The original Spider is unchanged and still playable.

Spider2 is a full rebuild of the Spider. When you hatch you choose your nature, and you must choose before you can do anything else:

WOLF SPIDER - the hunter - stalk (2): shadow your prey. - thorax (4): reshape your thorax outside combat. Hard gives armour, hairy gives resistance and attacking, toxic sprays poison on anyone who hits you. - masticate (6): chew a foe open, lowering its resistance and toughness. Stacks. - trapdoor (8): dig up to 3 trapdoors, then wait in ambush for a named target or anyone. Bursts out with a bite, venom and a flurry of strikes. - jump (12): leap onto a target, even into the next room, bite and pin them for a few rounds. Hits harder if they never saw you coming. - infest (15): lay an egg in a foe that hatches and eats its way out.

ORB WEAVER - the trapper - weave (2): your webs entangle anyone who enters. - web sense (6): feel anything struggling in any of your webs, anywhere. - pull (10): drag prey into your web. - skitter (12): run along your silk to any of your webs. - eggsack (15): spin a sack, lay eggs and hatch young to hunt your foes.

BOTH - bite, spin (cocoons) and the classic venom. - NEW: brewed toxins. 'do toxin ' fills your venom sacks, 'do toxin set ' chooses one, and 'do toxin auto on' laces every bite with it. Wolf: hemotoxin, cardiotoxin, rhabdotoxin (weakens their attacks). Orb: hemotoxin, neurotoxin (clumsiness, dropped weapons), pneumotoxin (cuts healing). Your toxin packets show on your HP bar.

Read 'help spider2' for the full guide, and 'help skills ' for each skill.

THIS IS A PLAYTEST. Numbers will change and bugs are expected. Please report anything broken with 'bug', and send balance or design feedback with 'idea' - especially: - whether wolf or orb feels stronger or weaker - skill costs, cooldowns and the levels skills unlock at - toxins: too strong, too weak, or confusing? - anything that blocks you or behaves oddly during or after hatching

Once it has had a round of feedback, Spider2 will replace the original Spider. Existing Spiders will then choose wolf or orb when they next log in, keeping their path's skills and getting a full exp refund for the rest.

Have fun, and happy hunting.

Published October 29, 2026, 8:54 pm

Bug sweep 30-Oct (2/2): QoL & balance - Darkpoole

NEW / QUALITY OF LIFE - Death shouts have their own colour: 'colour death bold+red'. - Spiders: 'setenv web_low ' colours the (web: X%) on your HP bar with the web_low colour (bold red by default) when it drops that low. - Mindflayer hypnotize, dracolich charm undead and nefaricium command undead now show on the HP bar, like bards. [relog] - Unicorns in blindmode: lifebloom shows as "(lifebloom 3 of 5)" instead of a graphic. [relog] - After you die and are resurrected, 'hearth return' takes you back to where you died (usual return fee). Not for arena/war deaths or no-return rooms. [reboot] - Warlord recruits renew from your bank if you don't have enough gold on hand, instead of leaving. - Shaolin fishing: when your basket is full, a bigger catch replaces your smallest fish. - Looking at a monk's stick shows its notch count. [new] - GMCP: wield, unwield, wear, remove, drop, get, give and eat push item updates immediately, plus a full re-sync every 4 seconds.

BALANCE - Kegs: each drink now heals 10% of your max HP and only uses that much from the keg. About 10 drinks to fill up at any level - stronger for low levels, less burst at high levels. The pause between drinks and the 'too drunk' penalty are unchanged. Existing kegs update when re-cloned. [new] - Jotun: thrash works with any wielded weapon. Uprooted trees still hit harder and are still the best choice. - Jotun hellhound and winterwolf: double HP (about 800 instead of about 400 at mid levels). Re-summon to get it.

SPHINX FORM (changeling) - Sphinx now has its own damage messages: wings, golden paws and the odd riddle. - +15 terrain combat bonus in the desert. Both take effect the next time you shift.

Thanks to everyone who filed reports - especially morfane, silavina, whysper, onix, esper, deadhead, mishakal, stillborn, khartoum, kressh, khali, samira, rider, leonidas, informer, ebinhultz, zystylzhemgi, murazor, hilda, permafrost, mylanta and rubbernaught.

Keep them coming with 'bug', 'typo' and 'idea'.

Published October 29, 2026, 6:16 pm

Bug sweep 30-Oct (1/2): Fixes - Darkpoole

A big pass through the bug queue. Items marked [reboot] go live at the next reboot; anything that says "new" applies to newly created items, summons or forms.

COMBAT / CLASSES - Weapons stuck as "wielded" while wearing set gear (Kyldiss echo and all other sets) - fixed. The set code was passing the wrong info on unwield. [reboot] - Set wear messages only show if that piece count actually gives you a bonus (no more warrior set messages for paladins). [reboot] - Peaced characters can no longer keep attacking their current target (trickster bombs and constructs included). [reboot] - Kills by an enlistee's own followers (skeletons, minions...) now give the warlord exp. [reboot] - Ghoul contagion no longer spreads to other players when the ghoul has nopk set (still spreads in war/arena). - Rime Strike damage now counts toward exp. - Autoraise no longer tries to raise combat by default. - Changelings can wear the Blazon of Change in every form (sphinx, fox, wyvern...). [new]

ITEMS / QUESTS - SoulsBane now drops straight into your hands when the last Veritas statue falls. Before, it landed unseen in the dark Grand Arcade - check there if yours went missing. - J'Khar's aged white robe pocket opens properly when worn. [new] - Thalamur wrist-chain no longer errors, and 'detach chain' really frees the weapon.

COMMANDS / TRAVEL - Hearthstone: a typo'd destination no longer triggers the cooldown or cost, and cooldown/cost only apply if the trip succeeds. - 'tell /offline' can no longer get stuck forever. It reads and clears your saved tells in one go and pages long lists. - 'do map' now works in mazes and dungeons (Proving Grounds etc), including rooms you haven't visited yet. - 'help rune ward', 'help rune lore' and 'help rune weaving' work now. - 'help aramitama' shows which skills belong to love and which to vengeance. - Shaolin fishing: no more errors when your basket is full, and 'discard' names the right fish.

Closed as already fixed or by design: - Dungeon re-entry timer: removed in an earlier rework. - Runereaver 'inscribe sigil' usage text: already correct. - Whip of pain: its bleed has been a tracking-only blood trail since 2009, no damage over time. The helpfile now says so.

See part 2 for new features and balance changes.

Published October 29, 2026, 6:16 pm

New web client: client.thebigwave.net - Wildcat

Tsunami has a new web client, so you can play straight from your browser with nothing to install:

https://client.thebigwave.net/

The "Play Now!" link on the website opens it too. It replaces the old web client (and the tsuwebclient.fly.dev copy the site used to link to) and now runs on Tsunami's own server, next to the game.

It shows the game in a full terminal, with side panels for your vitals and room that update from GMCP, which is turned on for you automatically.

The game also sees your real address when you play through the web client, instead of the web client's address, so bans and multiplay checks treat web players like everyone else.

If something doesn't look or work right, please report it with 'bug' or tell a wizard.

Published October 28, 2026, 4:03 pm

Tsunami UI for Mudlet installs automatically - Wildcat

If you play with Mudlet, the game now offers you the Tsunami UI package when you connect, and Mudlet installs it (and later updates) by itself. It is darkpoole's TsuPackage: character and enemy vitals, damage tracker, equipment, backpacks and heals, now with a map panel that follows you as you walk. The newbie forest is already on the map.

Mudlet players who never set up GMCP have the packages the UI needs turned on for them at login (char, enemy, room, area). Type 'gmcp' to see or change what the game sends you.

To control the package: gmcp ui off stop offering the package to your Mudlet gmcp ui on offer it again gmcp ui update send it to your Mudlet right now Mudlet's own setting "Allow server to install script packages" (Preferences, General) also turns it off.

Panels can be moved and resized: 'lua Tsu.unlockAll()' and 'lua Tsu.lockAll()' in Mudlet, 'lua Tsu.resetLayout()' to start over. If you had installed an older TsuPackage by hand, uninstall it so the two don't overlap.

Thanks to darkpoole for the package and mapper. Please report problems with 'bug'.

Published October 28, 2026, 3:26 pm

Prompt markers (GA/EOR) and newbie start - Wildcat

Your prompt now ends with the telnet Go Ahead (GA) marker, or End of Record (EOR) if your client asks for it. Clients such as Mudlet use this to recognise the prompt, so Mudlet's N: latency display and isPrompt() triggers now work. Thanks to Raine for the request.

Your prompt is also printed again after combat rounds, tells and other messages that arrive between your commands, so it stays the last line on your screen.

If you don't want these: setenv no_goahead true stops the GA/EOR marker (only needed if your client shows stray characters after the prompt) setenv no_reprompt true stops the extra prompts after other messages Type 'setenv no_goahead' or 'setenv no_reprompt' on its own to remove the setting again. 'help prompt' has the details.

Blind mode's spoken-style prompt (HP x of y, SP x of y, enemy percent) now actually appears when blindmode's prompt option is on.

New players: the first character on a new account now starts straight in the new player training area instead of being asked. Later characters still get the choice, and 'newbiearea' still works for accounts younger than 12 months.

Log out and back in to pick up the changes.

Published October 28, 2026, 3:14 pm

Major MUD Update - Wildcat

I just finished a major update to both the gamedriver and the database. There's bound to be issues so please report them as soon as you see them. As always discord is the easiest way to reach me.

Published October 22, 2026, 9:36 pm

Various Friday morning fixes/changes - Ghyath

Run helpfile updated to reflect various subs having the skill. Pneumatos ring from Thalamur (go Mobius!) should look fancier. There is a new "titles" helpfile. Jotun's thrash skill properly prints start-doing-skill message again. Circlet of the Dreamer usage slightly reworded as current action handling couldn't properly address past tense. Shikaku will now automatically enable wa-handou skill upon login (helpfile updated also).

Published October 16, 2026, 4:48 am

Re: Lockers - account option - Ghyath

On Fri Oct 02 13:42:02 2026, Ghyath wrote: > Posting this myself since Sten seems to be busy lately. > He had an idea of an account-wide locker listing so there you go. > You can now use "list account" and "list account " in locker > room in order to list locker contents for each of your characters. > Similarly you can now filter using argument parameter (such as gloves, > fortune, etc.) > There were/are problems with many (hundreds and up) items across whole > account, but this was partially resolved, yet it runs kind of slow. It > might be enhanced later on, but even as it is now this feature is very > handy when you look for particular item/item slot/feature. > Disdain mentioned he is missing an option to get information from another character so I implemented an option to "info account character_name number" where character_name is your character name and number is the item number in the lockers of that character. Enjoy.

Published October 12, 2026, 1:02 pm

Party formation - weapons in 2nd rank - Ghyath

Back in 2012 Misery approved the following change. Sadly, nobody picked it up since, but fear not, I did 14 years later! Second row melee hits suffer a 50% penalty unless wielding a bow. Thematically spears and polearms are long enough to work efficiently even in a second row... and now they do! Formation helpfile updated.

Published October 9, 2026, 1:44 am

Party autosplit - Ghyath

Your party members should now automatically set "party autosplit" upon joining the party.

Published October 8, 2026, 3:28 pm

Lockers - account option - Ghyath

Posting this myself since Sten seems to be busy lately. He had an idea of an account-wide locker listing so there you go. You can now use "list account" and "list account " in locker room in order to list locker contents for each of your characters. Similarly you can now filter using argument parameter (such as gloves, fortune, etc.) There were/are problems with many (hundreds and up) items across whole account, but this was partially resolved, yet it runs kind of slow. It might be enhanced later on, but even as it is now this feature is very handy when you look for particular item/item slot/feature.

Published October 2, 2026, 6:42 am

Gen_eq Survivalist feature - Disdain

Survivalist can now appear on helmet, gloves, and boots as well as the original armour and cloak for a total of 5 eq slots.

Published September 24, 2026, 4:42 pm

Equipment command - Ghyath

I changed formatting of equipment command in order to make it a little fancier. Since there are so many various settings/clients, it might be messed up (especially alignment of columns) in some edge cases. In case you are the (un)lucky one, please bug it. Thanks.

Published September 20, 2026, 1:33 pm

Armour wear restrictions - Ghyath

There was a pretty deep bug with how wear restrictions apply. Long story short under certain circumstances the wear validation process branched to a legacy code which basically bypassed defined subclass wear restrictions. I tried to fix this and upon the first glance it works as intended which however might result in not being able to wear what you were used to wear (due to the bug). Please let me know if you face any unusual wear restrictions. Thanks.

Published September 14, 2026, 8:18 am

Vending Machine + Token ROom - Darkpoole

Wartoken Room : All prestiges can use this room again Vending Machine: All but shaolin can use it again :)

DP

Published September 10, 2026, 4:35 pm

Jinn - BETA - Burlok

I have essentially completed all of the components of the "Jinn" class.

Including two spells: "Banquet of Boundless Power", and "Infinite Cosmic Power"

You can now xp a test-Jinn to 19+4.

I anticipate this class going live after I complete coding their short quest (class will be gained similarly to Gunslinger).

Please provide feedback in discord as you are able.

REMINDER: When the class goes live it will be renamed and so your testing progress will not carry forward.

Published September 6, 2026, 3:33 pm

Reckless attack - Ghyath

Barbarian reckless attack is now 50% str, 25% dex and 25% con. Thanks to Isgor for pointing out skills full and help file inconsistency.

Published September 5, 2026, 2:24 pm

Gen_eq drop rate - Disdain

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.

Published August 27, 2026, 7:54 pm

Replay command - Ghyath

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.

Published August 25, 2026, 2:01 pm

Gen_eq resistance and perception features reduced - Disdain

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

Published August 24, 2026, 12:10 pm

Unusable gen_eq flag in inv - Disdain

I added a red * to the front eq short desc for unusable kit. now when you look at what is in inventory there is a visual for things you cant use

Published August 24, 2026, 8:08 am

Gen_eq: Auspicious feature added to shields - Disdain

The auspicious feature can now land on shields.

Published August 22, 2026, 1:03 pm

Vampire Skills - Burlok

Fixed situations where vampires were losing skills that come with races.

Published August 17, 2026, 3:25 pm

General shops - buyback option - Ghyath

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.

Published August 14, 2026, 3:25 pm

Finger Update - Burlok

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.

Published August 12, 2026, 3:10 pm

SAMURAI Kukan-do Style - Burlok

Someone suggested Kukan-Do style wasn’t 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.

Published August 5, 2026, 4:48 pm

Warlord Enlistee's - Darkpoole

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.

DP

Published August 5, 2026, 3:39 am

Setenv terminal truecolor - Darkpoole

We now *hopefully* support Truecolour and or Hex colour codes. welcome to 2026 i guess?

DP

Published August 5, 2026, 1:06 am

Achievements System - Darkpoole

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.

~DP

Published August 4, 2026, 4:41 am

Shaolin - Darkpoole

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 :)

Published August 3, 2026, 12:06 am

Warlords - Darkpoole

NPC Warlord's enlistee's and possibly PC mercenaries should have proper races now

Published August 2, 2026, 6:03 am

Shaolin - stance damage messages - Nacho

I have made considerable changes to stances and their respective damage messages.

I have changed it so that "punch, kick, throw" will now reflect what stance you are in.

e.g., If you are now in drunken stance, your punch, kick, throw messages will reflect that you are fighting like a drunkard.

In theory there are about 113k possible distinct messages, if you notice anything off, please let me know.

Nacho.

Published August 2, 2026, 12:22 am

Re: mug and gen_eq - Darkpoole

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.

Published August 1, 2026, 8:19 pm

Mug and gen_eq - Disdain

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

Published August 1, 2026, 5:39 pm

Mage dungeon monsters - Ghyath

... now wear their equipment properly.

Published August 1, 2026, 4:19 am

Shop stock - Ghyath

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".

Published July 31, 2026, 2:09 am

Animality - Darkpoole

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).

~DP

Published July 30, 2026, 6:39 am

Magda - Disdain

I have edited Magda to provide a purchase 'all' command for enchanters. I have added a command list to Magda's shop room description.

Published July 29, 2026, 4:10 pm

Gen_eq: light and darkness features - Disdain

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

Published July 27, 2026, 6:54 pm

Light messages - Kane

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.

Kane

Published July 26, 2026, 3:20 pm

Samurai NPCs - Burlok

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.

Published July 26, 2026, 11:16 am

Muul Race - Burlok

REMOVE: Custom guts feature to Muul.

ADD: Muul now gains the skill "guts" as a racial skill.

REMOVE: All weapon skill adjustments. Dont see them only as the mace race.

ADD: Muul soft-cap on guts is slightly higher than normal.

Published July 21, 2026, 1:59 pm

Guts - Burlok

Greetings Denziens of Tsunami,

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.

Published July 21, 2026, 1:56 pm

Changeling Beheading - Darkpoole

Changelings should hopefully behead corpses automatically when eating corpses / all corpses while in form. If it goes weird please blame Sten.

Published July 21, 2026, 5:42 am

Ride skill - Disdain

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.

Published July 20, 2026, 8:19 pm

Re: Custom Form - Darkpoole

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.

All relevant helpfiles have been updated

Published July 19, 2026, 7:18 am

Rapture and Inspire - Burlok

Rapture will no longer stack on inspire.

Published July 18, 2026, 10:38 am

Protect - Burlok

Greetings Denziens of Tsunami,

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.

Please review the helpfile.

Test it out! Let me know what you think!

Published July 18, 2026, 10:33 am

Python Form - Darkpoole

Python form should now (hopefully) actually be usable now

Published July 18, 2026, 8:13 am

Custom Form - Darkpoole

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

Published July 18, 2026, 7:45 am

Lifebloom - Darkpoole

Morning,

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)

DP

Published July 17, 2026, 6:33 am

Protect - Burlok

Ive disabled protect for the moment. It had some recursion going on.

This is my punishment for stealing and old skill.

I will try and fix it this weekend.

Published July 16, 2026, 12:54 pm

Tsu BDay: Extended - Marisil

Greetings,

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.

Cheers, Marisil

Published July 15, 2026, 3:52 am

Trickster Spiders - Darkpoole

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)

Published July 14, 2026, 8:04 am

Gen_eq 2-hsword - Disdain

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

Published July 13, 2026, 10:26 pm

Gen_eq weapons WC - Disdain

Gen_eq weapons now suffer a decreased max WC penalty for installed features. this should bring final WC up a bit on them.

Published July 12, 2026, 6:49 am

Gen_eq mastery feature - Disdain

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.

Published July 12, 2026, 6:47 am

New Gen_EQ Armour Features - Marisil

Greetings,

Three new armour features have been added to gen_eq:

- Courage: intimidate suppression (like what alcohol gives you) - Cushioning: blunt/crushing AC - Daunting: +intimidate

Enjoy.

Cheers, Marisil

Published July 11, 2026, 11:36 am

Vendatron 87545 - Ghyath

There is a new item in Vendatron 87545. Those who know will know. I also slightly adjusted some of the prices.

Published July 11, 2026, 1:59 am

Phantasm Peace Cheese - Marisil

Greetings,

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.

Cheers, Marisil

Published July 9, 2026, 2:12 am

Centaur Arena - Disdain

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...

Published July 7, 2026, 10:09 pm

*Chuckle I'm in Danger* - Darkpoole

Good news everybody!

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!

DP

Published July 7, 2026, 6:57 pm

Knight Weapons - Burlok

Knights can now also use daggers and axes.

Published July 2, 2026, 3:31 pm

Werewolf Slam Pt. 2 - Marisil

Greetings,

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.

Cheers, Marisil

Published July 1, 2026, 2:28 am

Werewolf Slam - Marisil

Greetings,

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.

Cheers, Marisil

Published June 30, 2026, 4:24 am

Pod Village Gems - Phil

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.

Published June 29, 2026, 9:59 pm

Pneumatos Ring - Darkpoole

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.

If it looks wonky pls let me know.

DP

Published June 29, 2026, 2:26 am

Shops and add_eq - Disdain

increased gen_eq add_eq sale prices based on item level. now, the higher the level, the higher the percent of max value they are worth

Published June 20, 2026, 8:51 pm

The magic slot machine - Disdain

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.

GLHF. Or don't. Whatever does it for you -Disdain

Published June 20, 2026, 8:19 pm

NPC Monk Logic - Marisil

Greetings,

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.

Cheers, Marisil

Published June 15, 2026, 1:37 am

Krythin, the Marshall-General of Kyldiss - Ghyath

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.

Published June 12, 2026, 4:30 pm

Ring of the Undead - Vladimir

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).

-Vlad

Published June 10, 2026, 11:16 am

Telik's daughters - Ghyath

They now properly use their manticore skill set aka they no longer fail using spikes due to wrong syntax...

Published June 10, 2026, 9:07 am

Soul-sucking feature - Disdain

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.

Published June 9, 2026, 4:15 pm

Ring of The Undead - Darkpoole

Credit to Vladimir for this suggestion - Ring of the Undead can now use 'follower commands' - but lose the ability to use fmanashare

I'll keep an eye on this but without the graveyard exploit it should be more manageable now.

~DP

Published June 9, 2026, 7:46 am

Re: Class Mazes - Darkpoole

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

Published June 9, 2026, 7:05 am

Class Mazes - Darkpoole

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

Published June 9, 2026, 6:58 am

Big centaurs, minion_types, and killquest - Disdain

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.

Published June 7, 2026, 6:36 pm

Re: Pub Kegs - Ghyath

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.

Published June 5, 2026, 3:23 pm

Charmed Masters - Burlok

Greetings Denziens of Tsunami,

Minions will now suffer significant anxiety when they know their masters are the thrall of another.

This anxiety will make it difficult to perform activities such as casting spells, using skills, fighting, etc.

If there are consequences I have not anticipated in terms of situations where they should perform as expected please feel free to reach out.

Published June 4, 2026, 7:40 pm

Kenzoku - Burlok

Kenzoku hardcap has been removed. They will now scale beyond level 25.

MONKEYS PAW: They will never be higher than their summoners level - 2.

Published June 4, 2026, 4:40 pm

Look command change - Disdain

Added ability to 'look in ' within your own inventory.

ie: 'look sword in ks', 'look legendary in backpack', etc

Published June 3, 2026, 6:18 pm

NPC equipped gen_eq [?] - Disdain

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.

Published June 3, 2026, 2:31 pm

Penguins - Ghyath

Various penguins of Talamport/Heloca weren't wearing their equipment properly. Now they do. Please bug them if you find any still broken. Thanks.

Published June 3, 2026, 12:05 pm

Wu-Jen changes - Sten

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

Published June 1, 2026, 10:00 am

RE: NPC equipped gen_eq - Disdain

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.

Published May 31, 2026, 11:01 pm

NPC equipped gen_eq rarity - Disdain

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.

Published May 31, 2026, 3:00 pm

Forged eq visuals - Disdain

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

Published May 31, 2026, 11:33 am

Subclassed monsters and wielded gen_eq weapons - Disdain

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.

Published May 31, 2026, 6:36 am

Bloodbelt - Darkpoole

Bloodbelt will no longer dest on death (hopefully)

Published May 29, 2026, 6:13 am

Monster equipped gen_eq sale values - Disdain

Gen_eq from monsters that are wearing or wielding it ( add_eq ) is now valued at 10% on sale to the store.

Published May 28, 2026, 4:46 am

Monk NPC behavior - Sten

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.

Cheers Sten

Published May 26, 2026, 6:02 am

Neverland Killquest - Marisil

Greetings,

Something very important has been accomplished: all mobs in the Neverland kill quest now can be targeted via "neverlander".

Cheers, Marisil

Published May 25, 2026, 8:07 am

Dalarian Mage Tower - Disdain

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.

Published May 23, 2026, 3:05 pm

Magic slot machine - Disdain

The magic slot machine has been reworked and is open again. COT, 2d, 2w, s now rewards gen_eq items. Good luck!

Published May 17, 2026, 8:19 am

Shop list command - Disdain

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

Published May 13, 2026, 6:38 pm

Gen_eq released - Disdain

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

Good luck. Hope yall find some fun toys!

Published May 10, 2026, 10:13 pm

Re: Pub Kegs - Darkpoole

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 :)

Published May 2, 2026, 6:34 pm

Forestmaster Horn + Pixies - Marisil

Greetings,

Pixies can now wield the Forestmaster Unicorn horn, as was apparently intended.

Cheers, Marisil

Published April 29, 2026, 3:39 am

Offwield - Burlok

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.

Published April 28, 2026, 2:28 pm

Ring of Undead, Barovia graveyard - Ghyath

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

Published April 26, 2026, 9:08 am

Centaurs - Disdain

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.

Published April 23, 2026, 8:54 pm

Gen_eq and monsters - Disdain

Some monsters will now spawn with gen_eq worn or wielded.

Published April 23, 2026, 8:51 pm

Trapmaking - Sten

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

Published April 23, 2026, 6:44 am

Trolls - Ghyath

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.

Published April 20, 2026, 11:49 am

Native Destruct + Quest Points - Marisil

Greetings,

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 .

Cheers, Marisil

Published April 19, 2026, 10:51 am

Re: Jerky - Darkpoole

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 :)

Published April 18, 2026, 6:20 pm

Re: Custom Changelings - Darkpoole

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

Published April 18, 2026, 5:51 pm

Re: Custom Changelings - Darkpoole

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.

Published April 18, 2026, 5:44 pm

Fumble - Darkpoole

Fumble's now a 2 round cast time

Published April 18, 2026, 6:56 am

Forge skill now creates gen_eq - Disdain

Forge skill now creates gen_eq.

Published April 17, 2026, 10:43 pm

Re: Jerky - Darkpoole

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

Published April 17, 2026, 9:44 pm

Pub Kegs - Darkpoole

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?

Published April 17, 2026, 8:21 pm

Class Changes - Darkpoole

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

Jotun Fire/Frost:- ------------------- Thrash +15% Brawling +5% (Jotun brawling-only weapondam path) Swelter +10% Shiver +10% (inherits _swelter.c, so auto-applies) Emblaze +5% Rime +5% Hellhound +25% Winterwolf +25%

Published April 17, 2026, 8:16 pm

Custom Changelings - Darkpoole

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

Published April 17, 2026, 7:13 pm

Bucking Uniponies - Burlok

Greetings Denziens of Tsunami,

I have provided an increase to buck chance based upon conditions (mumblemumble).

This is a damage increased for those who like to go BUCK WILD.

Published April 17, 2026, 3:04 pm

Native Teef - Darkpoole

Native Teef system had a refresh.

Replaced linear teeth stat bonus with diminishing returns: 0..10,000 teeth points: +1 stat / 1,000 points 10,001..30,000: +1 / 2,000 points 30,001..60,000: +1 / 4,000 points 60,001+: +1 / 8,000 points

May be changed further but this will see what its like.

DP

Published April 17, 2026, 8:53 am

Spear of Sorrow (and DreamWeapons in general) - Darkpoole

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.

DP

Published April 17, 2026, 8:23 am

Orb of Concentration - Darkpoole

These are now a heal (sp) over time. They'll restore your spell points to a certain point and then will HSoT after that point.

~DP

Published April 17, 2026, 7:38 am

Monk Sticks - Darkpoole

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.

~DP

Published April 17, 2026, 7:37 am

Jerky - Darkpoole

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.

Published April 17, 2026, 7:23 am

Pub Kegs - Darkpoole

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

Published April 17, 2026, 7:13 am

Shaolin update - Nacho

The punch and throw damage messages have been updated

The old versions were very stale " You punched warrior hard,” 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.

Nacho wizard.

Published April 15, 2026, 9:33 pm

Aurumvorax Refresh - Marisil

Greetings,

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.

If you run into any bugs, let me know.

Cheers, Marisil

Published April 12, 2026, 6:21 am

Beastmaster Hero Titles - Marisil

Greetings,

Beastmaster heroes have been given a title refresh, compliments of Morgul. Enjoy!

Cheers, Marisil

Published April 10, 2026, 2:12 pm

Auto-Rez, Part 2 - Marisil

Greetings,

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.

Cheers, Marisil

Published April 10, 2026, 5:48 am

What the flux just happened. - Darkpoole

Good Morning,

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"

~DP

Published April 7, 2026, 7:40 am

Pillage Camp Disconnect Issues - Burlok

Greetings Pillagers of Tsunami,

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.

All appears to be working as intended.

Published April 6, 2026, 4:39 pm

Auto-Rez - Marisil

Greetings,

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!

Cheers, Marisil

Published April 4, 2026, 2:59 pm

Shaman QoL, Part 4 - Marisil

Greetings,

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.

Cheers, Marisil

Published April 4, 2026, 4:37 am

Shaman QoL, Part 3 - Marisil

Greetings,

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.

Cheers, Marisil

Published April 3, 2026, 2:27 pm

Illusionist Abilities - Burlok

Greetings Denziens of Tsunami,

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

Published April 2, 2026, 2:39 pm

Ultra Super Definitely Real Changes - Raine

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.

Published April 1, 2026, 1:37 pm

Demon Sins - Sten

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

Published April 1, 2026, 8:05 am

Recent Changes - Darkpoole

Greetings,

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

Anything goes wonky please let me know!

DP

Published April 1, 2026, 7:19 am

Re: Shop 'list' and gen_eq - Disdain

I have added usable "!*" and unusable "*" flags to the list command. usage: 'list !*', 'list *' 'list 5 !* gen_eq amulet'

Published March 31, 2026, 8:41 pm

Shop 'list' and gen_eq - Disdain

I have filtered gen_eq items into there own listing and they will no longer display under 'list'

Use 'list gen_eq' to see gen_eq items. 'list 10 gen_eq' 'list gen_eq helmet' 'list 10 gen_eq mace' etc

Published March 31, 2026, 3:50 pm

Re: Peace / Fear and NPCs - Sten

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

Published March 31, 2026, 1:04 am

Jinn Testing - Burlok

Greetings Denizens of Tsunami,

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.

Cheers.

Published March 30, 2026, 2:06 pm

New inventory flag 'noeq' - Ghyath

There is a new 'noeq' flag for inventory command. It excludes worn/wielded items when you list your inventory.

Published March 29, 2026, 7:25 am

Shaman QoL, Part 2 - Marisil

Greetings,

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.

Cheers, Marisil

Published March 29, 2026, 6:59 am

Re: Forged Items - Burlok

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.

Published March 27, 2026, 4:40 pm

Re: Peace / Fear and NPCs - Sten

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.

Published March 27, 2026, 5:57 am

Peace / Fear and NPCs - Sten

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.

Published March 27, 2026, 5:55 am

Pillger Camp Logout - Burlok

Greetings PILLAGERS of Tsunami,

When you logout or disconnect in your pillaging camp you will now hopefully log back into the room the camp was in.

All your JUNK should also be in that room now and subject to normal game cleaning procedures if it hangs out too long.

Published March 26, 2026, 4:39 pm

Pillaging Parties - Burlok

Greetings Denziens of Tsunami,

As some will lament a couple of years ago I disabled banding when I began working on pillaging.

I have - today - hopefully made it where partied natives will now all get pillaging points and spoils.

I have also - hopefully - fixed conditions where beastmaster pets would get kills and so the beastmaster would not get the pillaging points.

What does this mean? Native parties probably snowball ridiculously.

Test it for me! Show Ghyath that Natives are not underwhelming at all!

Published March 26, 2026, 3:09 pm

Kyldiss Killquest // Wererat Hunter - Darkpoole

Jarrod has learned some new knowledge regarding the dream gate / tearing / portal

If you ask him about 'rift' 'tearing' 'dream tearing' or 'portal'

He may be able to sense if the portal has been opened or not in this current boot.

~DP

Published March 24, 2026, 2:23 am

Re: New generated eq - Disdain

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 hope everyone finds something cool!

-Disdain

Published March 22, 2026, 12:23 pm

Rework - Burlok

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.

Published March 22, 2026, 8:24 am

New generated eq - Disdain

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.

Published March 22, 2026, 7:18 am

< no title > - Nacho

Mercenary Recruitment Office Commissioned

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.

If anything breaks we know who to blame...

Published March 22, 2026, 1:14 am

Re: Forged Items - Burlok

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.

Published March 21, 2026, 6:29 pm

NPC warlords - Ghyath

They no longer spawn paladin, knight and gremlin(!) mercenaries.

Published March 21, 2026, 5:11 pm

Re: Juggernaught - Ghyath

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.

Published March 21, 2026, 3:36 pm

Levitation and Rest - Burlok

Greetings Denziens of Tsunami,

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.

Published March 20, 2026, 5:48 pm

Juggernaught - Ghyath

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.

Published March 19, 2026, 5:13 pm

Re: Forged Items - Burlok

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.

Published March 19, 2026, 3:24 pm

Forged Items - Burlok

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

Published March 19, 2026, 3:18 pm

Chaos Orb - Vladimir

Congrats Chaosmages! You now have your own "mage weapon"!

Help spells chaos-orb for details.

And, as usual, blame Darkpoole if you don't like it, but be sure to give me any feedback, suggestions or ideas.

Published March 19, 2026, 7:25 am

Wars - Darkpoole

Due to popular demand, War's our now weekly instead of 3 weekly - Many thanks to all the new players craving war!

Published March 18, 2026, 9:45 pm

Barbarian HP Pillaging Display - Burlok

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.

Published March 18, 2026, 10:19 am

Shaman QoL: Destruct Skill + Bonus Materia Gain - Marisil

Greetings,

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

Cheers, Marisil

Published March 18, 2026, 5:39 am

Shaman Auto-Materia-Channel - Marisil

Greetings,

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.

Cheers, Marisil

Published March 18, 2026, 3:32 am

Disarm - Burlok

Greetings Denziens of Tsunami,

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.

Published March 16, 2026, 5:44 pm

Draco Blight Spell - Marisil

Greetings,

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.

Cheers, Marisil

Published March 16, 2026, 12:34 pm

Re: Mage Weapons - Vladimir

I forgot to mention, the Mage Weapon change will affect the following:

Wu-Jen (all spheres) Necromancer Illusionist Chronomancer

(maybe be on the lookout for a Chaosmage weapon in the near future)

Published March 16, 2026, 11:44 am

Mage Weapons - Vladimir

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.

Published March 16, 2026, 10:40 am

Commands - Vladimir

A new command, 'commands' has been added. It replaces the existing "help commands" spam-list.

Help commands, or use 'commands' / 'commands '.

The old 'help commands' list is still available, using 'help commands!'.

As usual, blame Darkpoole (or let me know), if there are any issues.

Published March 12, 2026, 8:30 am

Pixie "pollen" command - Marisil

Pixies,

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.

Cheers, Marisil

Published March 12, 2026, 4:08 am

Help newbieareas - Ghyath

"help newbieareas" has been updated: - directions now use/prefer caravans - new information about (kill)quests nearby

Please let me know how you (dis)like it and what quests are missing where. With a positive feedback I might update "help midbieareas" similarly.

Published March 11, 2026, 3:41 pm

Glance - Vladimir

Glance has been updated to accept a

(ex: glance north)

This should function like "look north", except it will return the brief description of the target room.

Let me know if there are any issues.

Published March 11, 2026, 1:40 pm

Shop Sell Bonus - Burlok

I did a major refactor of the way the shop handles sell bonuses.

This is the bonus bards and thugs currently get.

It should have no impact player-side but JUST IN CASE im letting you know.

Published March 11, 2026, 8:12 am

Snipe First Shot: Bug Fixed - Marisil

Greetings,

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.

Cheers, Marisil

Published March 10, 2026, 7:55 am

Newbie Area - Darkpoole

Greetings Newbies!

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.

~DP

Published March 10, 2026, 5:59 am

Blind Mode - Darkpoole

There's a WIP command called blindmode.

You can activate it with blindmode on / off

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.

~DP

Published March 9, 2026, 5:06 am

Party - Ghyath

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.

Published March 8, 2026, 5:14 pm

Re: RACE Updates Pt 1 - Burlok

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.

Published March 6, 2026, 4:34 pm

RACE Updates Pt 1 - Burlok

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.

Published March 6, 2026, 4:24 pm

Drunken Swashbucklers - Burlok

Greetings Denziens of Tsunami,

Swashbucklers love to drink and fight. They do not suffer a skill penalty while drunk.

Published March 6, 2026, 12:41 pm

Racial Adjustments - Burlok

I am going to be working on some adjustment to races over the next couple of weeks.

The goal is to improve / increase / make more viable some of the races that are not usually go-to selections.

I am NOT intending on posting each change as it occurs.

I WILL post summaries as I do a few.

So if something looks slightly different with a skill line DONT PANIC.

You can always reach out to me.

Published March 5, 2026, 12:34 pm

Cecaelia - Raine

Resistances changed to shock -15, sound -10, and drown +30. Removed swipe bonus, added engage and strangle at +5 each. Weapon numbers normalized as well. Terrain numbers normalized. Rings dropped to 6.

Published March 4, 2026, 6:35 pm

Pixie Plerosis/Clover Stat Buff Decay - Marisil

Pixies,

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.

Cheers, Marisil

Published March 4, 2026, 11:07 am

Cecaelia - Darkpoole

Hentai lovers rejoice!

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:

Strength : -5 Dexterity : 10 Intelligence : 10 Constitution : -15 -------------------------------------------------------------------------- - Cecaelia resistance adjustments:

Drown : +30 Sound : -5 Fire : -10 -------------------------------------------------------------------------- - Cecaelia skill adjustments:

2-hsword : -12 awareness : +5 axe : -10 bow : -8 grapple : +10 polearm : -10 stealth : +5 swipe : +5 sword : -10 unarmed : +8 -------------------------------------------------------------------------- - Cecaelia sight restrictions:

Max Sight : +9 Min Sight : +1 -------------------------------------------------------------------------- - Cecaelia is a man-sized race. -------------------------------------------------------------------------- - Cecaelia combat adjustments from terrain:

Arid : -10 Desert : -15 Shore : +8 Swamp : +5 Underwater : +20 Water : +15 -------------------------------------------------------------------------- -

Published March 3, 2026, 7:51 pm

New Races - Darkpoole

Three new races have been discovered as playable

-Goblin -Hobgoblin -Bugbear

Feel free to check them out and let me know your thoughts :) ~DP

Published March 1, 2026, 9:56 pm

Orcs and Corpses - Burlok

Greetings Denziens of Tsunami,

The corpse heal orcs received did not keep pace with the addition of rest and the wider proliferation of heals.

When an orc eats a corpse outside of war they will (rather than eat it) actually render it into jerky much like a native does for portable healing.

#orcmeta

Published February 25, 2026, 3:04 pm

Command: who2 - Ghyath

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.

Published February 24, 2026, 11:01 am

Re: New Playtesting Opportunity - Darkpoole

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.

Published February 24, 2026, 12:43 am

Transform (Wu-jen Spell) - Darkpoole

Per Eider's idea - Transform receives a small boost for every rank of water you have learned.

Published February 21, 2026, 6:23 pm

Re: Windscar Islands - Ghyath

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.

Published February 19, 2026, 12:54 pm

Re: Windscar Islands - Ghyath

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).

Published February 18, 2026, 4:00 pm

Windscar Islands - Ghyath

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.

Published February 18, 2026, 9:52 am

Survey - Darkpoole

Not a change post sorry - There's a new Survey in the survey room regarding shutdown wars, please fill it out! xoxo

Published February 18, 2026, 5:23 am

Monk Stick - Darkpoole

Greetings,

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:

Fire: 9+ locations Lightning: 24+ locations Ice: 51+ locations Acid: 81+ locations Poison: 99+ locations Holy: 120+ locations

Tip: If you are just short of an unlock, you usually only need a couple more explored locations to push your stick level over the next threshold.

As usual if I broke something (It's me, so probability is high) please let me know!

~DP

Published February 18, 2026, 5:12 am

2 More Changes - Darkpoole

Bard's who charm an NPC now have the display on their HP Prompt.

Anyone who creates a party with another player will Auto Follow, Turn on Party Damage, and Join Formation First.

Published February 15, 2026, 7:56 pm

Tower Defence Arcade Game - Darkpoole

Good News Everyone,

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.

Published February 15, 2026, 7:15 pm

The Iron Proving Hall - Darkpoole

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.

~DP

Published February 14, 2026, 3:56 am

Iview command - Burlok

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.

Published February 13, 2026, 3:04 pm

Re: Worm Tunnel - Burlok

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.

Published February 12, 2026, 5:46 pm

Newbie Book - Darkpoole

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.

~DP

Published February 12, 2026, 4:23 pm

Test - Darkpoole

This is just a test post for the RSS feed.

Published February 10, 2026, 9:18 pm

Hydra Exhale - Darkpoole

Hydra's no longer gain a toughness bonus (for whatever reason they got it in the first place) when using exhale.

Published February 6, 2026, 5:05 pm

Deathmail & Deathshield - Darkpoole

Both have been reduced approximately 30%

Published February 6, 2026, 3:12 am

Beholder Logic - Darkpoole

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.

~DP

Published February 6, 2026, 3:05 am

New Playtesting Opportunity - Darkpoole

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

Published February 5, 2026, 8:48 pm

Shaolins/hardcores vs. parties - Ghyath

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.

Published February 4, 2026, 3:28 pm

Farty Pollow - Darkpoole

Hi,

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 :)

~D{

Published February 3, 2026, 1:33 am

TRAVEL CHANGES - Burlok

Greetings Denziens of Tsunami,

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.

Published January 30, 2026, 5:19 pm

BETA: EXPLORATION and TRAVEL - Burlok

Greetings Denziens of Tsunami,

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.

Published January 28, 2026, 5:04 pm

Various minor changes/updates - Ghyath

Newbie chessboard got cosmetic update. Tam's (Two Rivers area) behavior updated. Newbie dummy (Newbie tutorial area) no longer gives melee exp. DummyGate is over! Toy Chest area updated, NPCs now properly wear/wield their equipment aka Greshna's favorite babes finally wear bikini!

Published January 28, 2026, 9:50 am

CONTEST Realm Entries - Burlok

Greetings Denziens of Tsunami.

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 “entry location” for each realm.

The “entry location” is the first room you would enter off of the main area into the REALM. You can type “realm” 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 “gps needed”.

Travel to a needed realm and type “gps submit ” 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 “gps contest” while holding a cog.

Burlok will be reviewing submissions every few days and approving ones that appear to correctly identify the “entry room”.

The contest ends February 28 OR whenever the majority of the realms have entries.

Published January 20, 2026, 3:53 pm

Druids - Ghyath

Druids have been disabled, because their current status isn't in line with Tsunami's subclass standards.

Published January 16, 2026, 1:52 pm

Native PILLAGERS - Burlok

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.

Published January 10, 2026, 9:26 pm

Re: NEW Pillager Skill - Burlok

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.

Published January 10, 2026, 3:34 pm

NEW Pillager Skill - Burlok

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.

Published January 9, 2026, 10:21 pm

Death Equipment on Login - Burlok

PROBLEM: A deathknight had to summon all of their three equipment pieces each login. How tedious.

CHANGE: You will automatically get your death gear when you login.

ADDED: Command dblade which will set the blade type you summon on login (default vorpal).

BONUS CHANGE (Increase?): Deathmail was using 90% of its skill value. It is now using 100%.

Published January 9, 2026, 5:48 pm

Deathknight Equipment and Incorp QoL - Burlok

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.

Published January 9, 2026, 4:06 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 October 4, 1999, 12:56 pm