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<title>Tsunami Changes Board RSS Feed</title>
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<description>Changes Board</description>
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<ttl>60</ttl>
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<pubDate>Sun, 19 Apr 2026 01:20:03 PST</pubDate>
<lastBuildDate>Sun, 19 Apr 2026 01:20:03 PST</lastBuildDate>
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<title>Re: Jerky - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6830/board/changeboard</guid>
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<![CDATA[On Sat Apr 18 04:44:09 2026, Darkpoole wrote:<br />&gt; On Fri Apr 17 14:23:53 2026, Darkpoole wrote:<br />&gt; &gt; Native jerky are now an action heal - this means you can&apos;t use an <br />action <br />&gt; in <br />&gt; &gt; the same round when trying to eat a jerky. <br />&gt; &gt; <br />&gt; I&apos;ve reverted this change but also made another.<br />&gt; <br />&gt; <br />&gt; <br />&gt; To skin jerky, you now have to &quot;prep&quot; them with danar first in the <br />guild, <br />&gt; by &quot;offer&quot;ing corpses to him, he&apos;ll then prep them for you and then you <br />&gt; can &quot;do skin food&quot; - you&apos;ll get more jerky per corpses but now requires <br />&gt; you to be in his room and it&apos;ll be a guild effort to store as many <br />corpses <br />&gt; as possible.<br />&gt; <br />&gt; <br />&gt; DP<br />&gt; <br />This change has been reverted and the old system re-implemented but with a <br />&quot;Chaitan TM&quot; Curve for healing instead similar to how old kegs worked - <br />eat multiple in a short window and receive reduced healing. Please test it <br />out instead of just complaining about it and I can adjust it on the fly :)<br />]]>
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<pubDate>Sun, 19 Apr 2026 01:20:03 PST</pubDate>
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<title>Re: Custom Changelings - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6829/board/changeboard</guid>
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<![CDATA[On Sun Apr 19 00:44:58 2026, Darkpoole wrote:<br />&gt; On Sat Apr 18 02:13:32 2026, Darkpoole wrote:<br />&gt; &gt; Greetings,<br />&gt; &gt; <br />&gt; &gt; <br />&gt; &gt; <br />&gt; &gt; Custom changelings were forced into basically 1 viable build since <br />most <br />&gt; of <br />&gt; &gt; the other fey skills were hardcoded to work on their respective <br />&gt; &gt; subclasses. I&apos;ve basically reopened custom to be an actual custom that <br /><br />&gt; can <br />&gt; &gt; select from the wider skill pool so I&apos;ll be interested to see what <br />&gt; &gt; combinations you guys come up with. Max skills are increased to 6 and <br />&gt; &gt; points required per dropped to 30 instead of 40, and total points a <br />&gt; custom <br />&gt; &gt; can receive was increased by 25% - And before anyone asks _no_ - I <br />&gt; didn&apos;t <br />&gt; &gt; do this for me, I was happy with my overly insane build<br />&gt; &gt; <br />&gt; I didn&apos;t realise just _how_ painful this would be to manage, so I&apos;ve <br />&gt; reverted this change, but also Mania &#x26; Batter can only be used with <br />their <br />&gt; respective weaponry.<br />&gt; <br />To clarify, It just means weaponry skill only<br />]]>
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<pubDate>Sun, 19 Apr 2026 00:51:58 PST</pubDate>
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<title>Re: Custom Changelings - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6828/board/changeboard</guid>
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<![CDATA[On Sat Apr 18 02:13:32 2026, Darkpoole wrote:<br />&gt; Greetings,<br />&gt; <br />&gt; <br />&gt; <br />&gt; Custom changelings were forced into basically 1 viable build since most <br />of <br />&gt; the other fey skills were hardcoded to work on their respective <br />&gt; subclasses. I&apos;ve basically reopened custom to be an actual custom that <br />can <br />&gt; select from the wider skill pool so I&apos;ll be interested to see what <br />&gt; combinations you guys come up with. Max skills are increased to 6 and <br />&gt; points required per dropped to 30 instead of 40, and total points a <br />custom <br />&gt; can receive was increased by 25% - And before anyone asks _no_ - I <br />didn&apos;t <br />&gt; do this for me, I was happy with my overly insane build<br />&gt; <br />I didn&apos;t realise just _how_ painful this would be to manage, so I&apos;ve <br />reverted this change, but also Mania &#x26; Batter can only be used with their <br />respective weaponry.<br />]]>
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<pubDate>Sun, 19 Apr 2026 00:44:58 PST</pubDate>
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<title>Fumble - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6827/board/changeboard</guid>
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<![CDATA[Fumble&apos;s now a 2 round cast time<br />]]>
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<pubDate>Sat, 18 Apr 2026 13:56:11 PST</pubDate>
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<title>Forge skill now creates gen_eq - Disdain
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<guid isPermaLink="false">/rss/changeboard.php/id/6826/board/changeboard</guid>
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<![CDATA[Forge skill now creates gen_eq.<br />]]>
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<pubDate>Sat, 18 Apr 2026 05:43:27 PST</pubDate>
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<title>Re: Jerky - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6825/board/changeboard</guid>
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<![CDATA[On Fri Apr 17 14:23:53 2026, Darkpoole wrote:<br />&gt; Native jerky are now an action heal - this means you can&apos;t use an action <br />in <br />&gt; the same round when trying to eat a jerky. <br />&gt; <br />I&apos;ve reverted this change but also made another.<br /><br /><br /><br />To skin jerky, you now have to &quot;prep&quot; them with danar first in the guild, <br />by &quot;offer&quot;ing corpses to him, he&apos;ll then prep them for you and then you <br />can &quot;do skin food&quot; - you&apos;ll get more jerky per corpses but now requires <br />you to be in his room and it&apos;ll be a guild effort to store as many corpses <br />as possible.<br /><br /><br />DP<br />]]>
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<pubDate>Sat, 18 Apr 2026 04:44:09 PST</pubDate>
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<title>Pub Kegs - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6824/board/changeboard</guid>
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<![CDATA[Probably against better judgement, but non-humanoids can now drink from <br />them, just pretend they&apos;re fermented corpses or whatever monsters drink, <br />or maybe they&apos;re civilised and enjoy a beer?<br />]]>
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<pubDate>Sat, 18 Apr 2026 03:21:38 PST</pubDate>
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<title>Class Changes - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6823/board/changeboard</guid>
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<![CDATA[With recent nerfs, here comes some good news for some underplayed classes.<br /><br /><br /><br />Wyvern:-<br />----------------<br />sting +25% damage<br />catalyze effect +15% (applied when catalyzed poison is active in sting)<br />venomcloud +30% damage<br />envenom +50% imbue level<br />extra sting +5% while flying<br /><br /><br />Jotun Fire/Frost:-<br />-------------------<br />Thrash +15%<br />Brawling +5% (Jotun brawling-only weapondam path)<br />Swelter +10%<br />Shiver +10% (inherits _swelter.c, so auto-applies)<br />Emblaze +5%<br />Rime +5%<br />Hellhound +25%<br />Winterwolf +25%<br />]]>
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<pubDate>Sat, 18 Apr 2026 03:16:16 PST</pubDate>
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<title>Custom Changelings - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6822/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br /><br /><br />Custom changelings were forced into basically 1 viable build since most of <br />the other fey skills were hardcoded to work on their respective <br />subclasses. I&apos;ve basically reopened custom to be an actual custom that can <br />select from the wider skill pool so I&apos;ll be interested to see what <br />combinations you guys come up with. Max skills are increased to 6 and <br />points required per dropped to 30 instead of 40, and total points a custom <br />can receive was increased by 25% - And before anyone asks _no_ - I didn&apos;t <br />do this for me, I was happy with my overly insane build<br />]]>
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<pubDate>Sat, 18 Apr 2026 02:13:32 PST</pubDate>
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<title>Bucking Uniponies - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6821/board/changeboard</guid>
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<![CDATA[Greetings Denziens of Tsunami,<br /> <br />I have provided an increase to buck chance based upon conditions <br />(mumblemumble).<br /> <br />This is a damage increased for those who like to go BUCK WILD.<br />]]>
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<pubDate>Fri, 17 Apr 2026 22:04:02 PST</pubDate>
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<title>Native Teef - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6820/board/changeboard</guid>
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<![CDATA[Native Teef system had a refresh.<br /><br /><br /><br />Replaced linear teeth stat bonus with diminishing returns:<br />0..10,000 teeth points: +1 stat / 1,000 points<br />10,001..30,000: +1 / 2,000 points<br />30,001..60,000: +1 / 4,000 points<br />60,001+: +1 / 8,000 points<br /><br /><br />May be changed further but this will see what its like.<br /><br /><br />DP<br />]]>
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<pubDate>Fri, 17 Apr 2026 15:53:32 PST</pubDate>
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<title>Spear of Sorrow (and DreamWeapons in general) - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6819/board/changeboard</guid>
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<![CDATA[Kyldiss-only enforcement for Spear of Sorrow: added area check so hit proc <br />and inspire/boost effects only work in /d/kyldiss; buffs auto-stop when <br />leaving Kyldiss;<br /><br /><br />All other dreamweapons recieved a 50% buff to compensate this change + <br />still make them viable with Disdains new eq system.<br /><br /><br />DP<br />]]>
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<pubDate>Fri, 17 Apr 2026 15:23:55 PST</pubDate>
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<title>Orb of Concentration - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6818/board/changeboard</guid>
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<![CDATA[These are now a heal (sp) over time. They&apos;ll restore your spell points to a <br />certain point and then will HSoT after that point.<br /><br /><br /><br />~DP<br />]]>
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<pubDate>Fri, 17 Apr 2026 14:38:58 PST</pubDate>
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<title>Monk Sticks - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6817/board/changeboard</guid>
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<![CDATA[Due to burloks recent changes to some races, it enabled an oversight where <br />the Monk stick could be wielded in the offhand.<br />This was an unintended change as the monkstick was never able to be <br />offwielded. This has been patched/rectified.<br /><br /><br />~DP<br />]]>
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<pubDate>Fri, 17 Apr 2026 14:37:20 PST</pubDate>
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<title>Jerky - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6816/board/changeboard</guid>
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<![CDATA[Native jerky are now an action heal - this means you can&apos;t use an action in <br />the same round when trying to eat a jerky. <br />]]>
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<pubDate>Fri, 17 Apr 2026 14:23:53 PST</pubDate>
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<title>Pub Kegs - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6815/board/changeboard</guid>
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<![CDATA[Big portable pub heals (kegs) were reworked to be HoT-based instead of <br />instant HP spikes.<br />Each sip now consumes up to 1000 from the keg and applies healing through <br />the alcohol regen system.<br />The drunker you are, the less effective each sip becomes (up to a heavy <br />reduction), and rapid chain-chugging gets additional penalties/lockout.<br />So: best value is from pacing drinks while relatively sober, not <br />burst-chugging.<br /><br /><br />~DP<br />]]>
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<pubDate>Fri, 17 Apr 2026 14:13:52 PST</pubDate>
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<title>Shaolin update - Nacho
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<guid isPermaLink="false">/rss/changeboard.php/id/6814/board/changeboard</guid>
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<![CDATA[The punch and throw damage messages have been updated<br /><br />The old versions were very stale &quot; You punched warrior hard,â so they <br />have now been given a proper messages. There is a lot more variation, a <br />lot more flavour.<br /><br />If anyone spots anything awkward, too repetitive, or just has a line they <br />think would make it even better, let me know.<br /><br />Nacho wizard.<br />]]>
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<pubDate>Thu, 16 Apr 2026 04:33:46 PST</pubDate>
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<title>Aurumvorax Refresh - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6813/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />Aurumvorax has been given a &quot;refresh&quot; to make it a bit simpler<br />to play.  Three main changes were made:<br /><br />1. There is no longer the concept of &quot;absorbing&quot; the gold/coins<br />   you have consumed.  As soon as you eat them, they immediately<br />   count towards your next growth stage (assuming you haven&apos;t hit<br />   the max for your current player level already).<br />   <br />2. Aurumvorae are no longer restricted to a single gold vein bonus<br />   at a time.  Now gold veins from all climates can be consumed<br />   without undoing each other&apos;s effects, building their respective <br />   bonuses in parallel.  So just dig and consume with reckless<br />   abandon!<br />   <br />3. The total amount of gold/coins you have consumed (whether they<br />   counted towards a growth stage or not) will now provide a <br />   diminishing-returns bonus to all attack skills: clamp, collide, <br />   fury, grate and pounce.  This bonus is *very* slow to accumulate, <br />   but will give you something to keep grinding at the higher hero <br />   levels, perhaps.<br />   <br />If you run into any bugs, let me know.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Sun, 12 Apr 2026 13:21:17 PST</pubDate>
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<title>Beastmaster Hero Titles - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6812/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />Beastmaster heroes have been given a title refresh, compliments <br />of Morgul.  Enjoy!<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Fri, 10 Apr 2026 21:12:32 PST</pubDate>
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<title>Auto-Rez, Part 2 - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6811/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />All cleric subclasses now have access to the &quot;auto&quot; option in<br />their respective resurrection prayers.  As a reminder, using <br />&quot;pray &#x3C;rez prayer&gt; auto&quot; will toggle between turning on/off<br />the ability of the cleric to *attempt* to auto-resurrect any<br />ghost present in the room.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Fri, 10 Apr 2026 12:48:07 PST</pubDate>
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<title>What the flux just happened. - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6810/board/changeboard</guid>
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<![CDATA[Good Morning,<br /><br /><br />Per a recent a totally incorrect bug report - spells/prayers/songs now <br />have a forward facing message when a room has been empowered / dampened. <br />Even though the spell was coded in 1996, it&apos;s worked every day since then. <br />If something is broken or not working, please submit a proper bug report <br />not just a &quot;skill&quot; is &quot;apparently&quot; broken and &quot;it would be nice if said <br />skill would work&quot;<br /><br /><br />~DP<br />]]>
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<pubDate>Tue, 07 Apr 2026 14:40:41 PST</pubDate>
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<title>Pillage Camp Disconnect Issues - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6808/board/changeboard</guid>
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<![CDATA[Greetings Pillagers of Tsunami,<br /> <br />Today, with your help, I identified circumstances where a room would clean <br />itself and destroy the pillaging camp.<br /> <br />When this happened you would become disconnected and some of your items <br />would be deleted.<br /> <br />Ive changed some things and so-far my Barbarian has been idling in his <br />pillaging camp for nearly 2 hours with no issues.<br /> <br />So I believe its mostly safe to idle in them but let me know if things <br />dont work out.<br /> <br />NOTE: If you leave the camp for any reason (including link death) your <br />camp is destroyed and your items are dropped in the room where you last <br />were. Without the camp present the room will continue to clean itself <br />every 20m or so. And so you could definately lose items on the ground in <br />your camp because they would be tossed outside when the camp collapses and <br />then later cleaned. So PLEASE dont consider your camp to be like your <br />house. It is a temporary structure.<br /> <br />I have also tested disconnecting in your camp. Going link dead in the <br />camp. And idling in the camp for 2 hours today.<br /> <br />All appears to be working as intended.<br />]]>
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<pubDate>Mon, 06 Apr 2026 23:39:31 PST</pubDate>
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<title>Auto-Rez - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6807/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />Crusaders and Shamans now have a new feature added to their respective<br />resurrection skills: &quot;auto&quot;.  If you &quot;pray resurrect auto&quot; or &quot;sing <br />rebirth auto&quot;, it will toggle a new EXPERIMENTAL bit of functionality<br />called &quot;auto-rez&quot;.  While enabled, your Crusader or Shaman will attempt <br />to resurrect any ghost that enters the room in which you are located.<br />All the normal restrictions apply (mainly permit concerns).  If the <br />resurrection succeeds, your character will then auto-rest to recover<br />the spent spell points.  Obviously only one ghost can be rezzed at a<br />time, so if two ghosts enter, one will get rezzed first, etc.  If you<br />have auto-rez enabled, &quot;pray resurrect auto&quot; or &quot;sing rebirth auto&quot; <br />will turn it off.<br /><br />Let&apos;s see how this goes and how well it is received by the playerbase.<br />Hopefully a certain vocal minority will stop throwing shade at poor <br />old Valentinus.  Now you can be just like his punk ass!<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Sat, 04 Apr 2026 21:59:03 PST</pubDate>
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<title>Shaman QoL, Part 4 - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6806/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />The minimum amount of materia that channeling/skinning/burying<br />a corpse can give you has been raised from 1 to 5.  For full<br />disclosure: the formula used to be 1 materia for every level of<br />the corpse.  So this new approach just means that level 1-5 mobs<br />now all give 5 materia, but otherwise the level-to-materia formula<br />remains the same.  This should help lowbie Shamans get started,<br />without having to buy loads of low-level materia from the NPC<br />merchant outside of the Native guild.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Sat, 04 Apr 2026 11:37:01 PST</pubDate>
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<title>Shaman QoL, Part 3 - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6805/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />All Shaman skills/songs that use materia now allow for you to<br />forgo explicitly specifying a materia type when you use them.<br />If you omit a materia, the skill/song will automatically pick<br />the best type for the skill/song that you have available.<br />This should make Shamans easier to play without having to <br />necessarily worry about skill/song and materia combinations.<br />As long as you don&apos;t spend materia like a maniac without <br />killing anything, you shouldn&apos;t really run the risk of running<br />out of materia.  Of course, as has always been the case, you <br />have to be killing mobs that provide the tier of materia that<br />your songs/skills are using, regardless of whether you specify<br />the exact materia or let the song/skill auto-select it for you.<br /><br />There is one song that is an exception: rebirth.  It has a <br />dynamic materia cost which makes calculating an auto-selected<br />materia a bit more difficult code-wise.  I&apos;ll try to look into<br />that, but in full disclosure, there are only two materia that<br />give it a boost anyhow: roagmo and efantig (efantig being a<br />stronger boost).  So just set your alias to explicitly use one <br />of the two and forget about it. :)<br /><br />On a final note, all Shaman songs/skills that were affected by<br />this change have been converted to a new skill system known as<br />&quot;gen_skill&quot;.  All &quot;modern&quot; skills use this system, and we have<br />been slowly moving &quot;legacy&quot; skills into the new paradigm for,<br />well...a decade or two.  Anyhow, I mention this because while<br />in theory this shouldn&apos;t change the skill&apos;s behavior from the<br />standpoint of the player using it, in practice it sometimes <br />does.  Namely, it can alter the range of the &quot;roll&quot; (think of<br />dice) of the skill level whenever the skill is used (in <br />comparison to what used to &quot;roll&quot; with the old system.  So <br />after converting these Shaman songs/skills, don&apos;t be surprised <br />if things seem either underpowered or overpowered at first.  <br />It might take a bit of playtime for me to smooth out the rough <br />edges.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Fri, 03 Apr 2026 21:27:17 PST</pubDate>
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<title>Illusionist Abilities - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6804/board/changeboard</guid>
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<![CDATA[Greetings Denziens of Tsunami,<br /> <br />Tsunami has a number of awesome flavor skills which are more for fun than <br />adventure.<br /> <br />Because it relates to the Jinn project I am working on I went ahead and <br />converted them into abilities. So you no longer have to spend xp to raise <br />them. Otherwise, everything else should be the same ....<br /> <br />.... well except with cantrip. I reduced its cast time and sp cost to <br />reflect what a simple starter spell it is.<br /> <br />The spells I changed are: Cantrip, Fata Morgana, and Facade<br />]]>
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<pubDate>Thu, 02 Apr 2026 21:39:42 PST</pubDate>
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<title>Ultra Super Definitely Real Changes - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6802/board/changeboard</guid>
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<![CDATA[Gunslingers no longer wield or fire guns. They now throw them as their name <br />implies.<br />Jinn now gain powerful special abilities when partied with the newest <br />subclass: Tonic.<br />Tsunami now has 50% more waves.<br />Readded the Fetch subclass.<br />The Ghants have announced a strike over Cecaelia taking their jobs.<br />The Heroes Inn is now Outt.<br />Dante&apos;s has reached a settlement with the bards of the realm and will now <br />only play techno _most_ of the time.<br />Do you have a structured settlement and need cash now? Call JG Flindworth. <br />877-BARK-NOW.<br />Due to rising electrical costs, Ariston is now Aristoff.<br />The researchers of the Explorer&apos;s Guild have recently discovered that the <br />Wu-Jen &quot;spheres&quot; are actually oblate spheroids.<br />Improved lag by a little bit, maybe, or possibly made it worse. I don&apos;t <br />really know.<br />A new feature has been added to the wedding system. Now if you get <br />divorced, the wealthier player has to pay alimony.<br />Trinius has gained one level. IYKYK.<br />Fetches have been removed as a subclass.<br />Wizards no longer exist - they weren&apos;t even using magic anyways.<br />Darkpoole has been promoted to Arch.<br />The Leng baseball hat has been removed. No cap.<br />]]>
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<pubDate>Wed, 01 Apr 2026 20:37:47 PST</pubDate>
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<title>Demon Sins - Sten
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<guid isPermaLink="false">/rss/changeboard.php/id/6801/board/changeboard</guid>
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<![CDATA[The crowd control aspects of the spell has been capped at 5 rounds max when <br />an NPC uses it against a player. So basically cast sin lust and sloth is <br />not nearly as annoying anymore. If anything breaks, lemme know. Peace<br />]]>
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<pubDate>Wed, 01 Apr 2026 15:05:49 PST</pubDate>
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<title>Recent Changes - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6800/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br /><br /><br />After recent feedback from players, the following classes have received <br />the followage buffs:<br /><br /><br /><br /><br />Natives:<br />All Teeth have been recalibrated so 500 teeth now becomes 1 stat rather <br />than the 1000.<br />Offensive Skills increased across the board about 15%<br />Tier Sets for natives now increase main offensive skills by 30% for a 4 <br />set, Stat increased for 2 set up to 20 (previously 10), HP pools increased <br />from 150 to 250HP.<br /><br /><br />Banding with other natives increases attacking/combat by total_level * 5 * <br />party members<br />Max Talismans is now Total Level * Total Teeth<br /><br /><br /><br />Anything goes wonky please let me know!<br /><br /><br />DP<br />]]>
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<pubDate>Wed, 01 Apr 2026 14:19:09 PST</pubDate>
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<title>Re: Shop &apos;list&apos; and gen_eq - Disdain
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<guid isPermaLink="false">/rss/changeboard.php/id/6799/board/changeboard</guid>
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<![CDATA[I have added usable &quot;!*&quot; and unusable &quot;*&quot; flags to the list command.<br />usage:<br />  &apos;list !*&apos;, &apos;list *&apos;<br />  &apos;list 5 !* gen_eq amulet&apos;<br />]]>
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<pubDate>Wed, 01 Apr 2026 03:41:35 PST</pubDate>
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<title>Shop &apos;list&apos; and gen_eq - Disdain
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<guid isPermaLink="false">/rss/changeboard.php/id/6798/board/changeboard</guid>
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<![CDATA[I have filtered gen_eq items into there own listing and they will no longer <br />display under &apos;list&apos;<br /><br />Use &apos;list gen_eq&apos; to see gen_eq items.<br />&apos;list 10 gen_eq&apos;<br />&apos;list gen_eq helmet&apos;<br />&apos;list 10 gen_eq mace&apos;<br />etc<br />]]>
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<pubDate>Tue, 31 Mar 2026 22:50:59 PST</pubDate>
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<title>Re: Peace / Fear and NPCs - Sten
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<guid isPermaLink="false">/rss/changeboard.php/id/6797/board/changeboard</guid>
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<![CDATA[On Fri Mar 27 12:57:40 2026, Sten wrote:<br />&gt; On Fri Mar 27 12:55:46 2026, Sten wrote:<br />&gt; &gt; I&apos;ve capped the rounds of peace an NPC can inflict on a player to 5 <br />&gt; rounds. <br />&gt; &gt; Also trolls / worms / probably some other subs, their roar skill is <br />now <br />&gt; &gt; capped at 1 room when it forces you to flee. NPCs are now immune to <br />&gt; other <br />&gt; &gt; NPCs roar, before they would roar defensively and other NPCs in the <br />room <br />&gt; <br />&gt; &gt; would aggro them.<br />&gt; &gt; <br />&gt; Ehhh, if anything breaks, or you find some behavior that looks odd or <br />you <br />&gt; feel that your charmie dont peace as they used to do, please tell your <br />&gt; friendly neighborhood wizard. <br />&gt; <br />This will now apply to phantasmagoria, stasis and other scary prayers / <br />skills / spells<br />]]>
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<pubDate>Tue, 31 Mar 2026 08:04:49 PST</pubDate>
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<title>Jinn Testing - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6796/board/changeboard</guid>
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<![CDATA[Greetings Denizens of Tsunami,<br /> <br />I have completed functionality work on the Jinn subclass. Now for the hard <br />part -- testing.<br /> <br /><br />CLASS NOTES<br /><br />This will be a class that unlocks via achievement after a small quest. <br />Similar to Gunslinger.<br /> <br />RULES FOR TESTING<br /> <br />When testing is complete the class will be renamed to Djinn. So all <br />current Jinns will no longer be able to login that character without a <br />reincarnation. This mitigates the risk of test settings or funkiness <br />carrying over.<br /> <br />I am not ruling out the potential for rewarding testers but I dont want <br />the expectation to be walking away with a hero carried on the back of bugs <br />and mis-tuned test skills.<br /> <br />We will be testing in phases. Phase 1 is levels 1 to 10. Once you hit <br />level 10 you will not be able to progress. So no need to rush. Make <br />multiple Jinns. Provide feedback. Once we love levels 1 to 10 then we will <br />go higher.<br /> <br /> <br />IF YOU WANT TO TEST<br /> <br />You must message me (Burlok) on DISCORD. Which means adding me as a friend <br />first. When you make a friend request please send me a tell in-game with <br />your discord handle so I know you are not cat fishing me.<br /> <br />There is a PRIVATE SECTION for Jinn Testing where I have put testing <br />instructions as well as a chat. I will add you to this EXCLUSIVE CLUB once <br />I set you up for testing. TEST FEEDBACK SHOULD BE PLUGGED INTO DISCORD.<br /> <br />Cheers.<br />]]>
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<pubDate>Mon, 30 Mar 2026 21:06:54 PST</pubDate>
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<title>New inventory flag &apos;noeq&apos; - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6795/board/changeboard</guid>
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<![CDATA[There is a new &apos;noeq&apos; flag for inventory command. It excludes worn/wielded <br />items when you list your inventory.<br />]]>
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<pubDate>Sun, 29 Mar 2026 14:25:55 PST</pubDate>
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<title>Shaman QoL, Part 2 - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6794/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />In furtherance of efforts to improve Shaman QoL, the season&apos;s fury song<br />has been moved into the &quot;gen_skill&quot; framework that we use for most modern<br />skills.  You probably won&apos;t notice a difference there, but that&apos;s not <br />really the point if this post.  In the process of converting the song, I<br />also changed the way it acts if you do not provide an explicit materia to<br />use as you sing it.  Should you leave out a specific materia, i.e. <br />&quot;sing season&apos;s fury smurf&quot;, the skill will now automatically determine<br />which materia is best for the current season, and, if you have it, will<br />use that materia.  If you don&apos;t have the best one, then it will use the<br />second best, and so.  This should help take the guess work out of using<br />the song.  Note that this always *excludes* omatim materia in its<br />consideration.  To use omatim, you still have to explicitly &quot;sing <br />season&apos;s fury omatim&quot;.<br /><br />If this new option works out and doesn&apos;t run into bugs, I will soon<br />convert the remaining Shaman songs.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Sun, 29 Mar 2026 13:59:12 PST</pubDate>
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<title>Re: Forged Items - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6793/board/changeboard</guid>
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<![CDATA[On Sun Mar 22 01:29:51 2026, Burlok wrote:<br />&gt; On Thu Mar 19 22:18:22 2026, Burlok wrote:<br />&gt; &gt; Greetings Denziens of Tsunami,<br />&gt; &gt;  <br />&gt; &gt; If you forge an item you should be able to wield that item.<br />&gt; &gt;  <br />&gt; &gt; Let me know if this winds up not being the case.<br />&gt; &gt;  <br />&gt; &gt; #unleashthedwarves<br />&gt; &gt; <br />&gt; Fixed something to make it more likely that this actually works.<br />&gt; <br />This is confirmed to work now. Sorry to those who thought Id lost my mind. <br />The game needed to reset before the effect fully proliferate. Yesterdays <br />restart has it working.<br />]]>
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<pubDate>Fri, 27 Mar 2026 23:40:13 PST</pubDate>
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<title>Re: Peace / Fear and NPCs - Sten
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<guid isPermaLink="false">/rss/changeboard.php/id/6792/board/changeboard</guid>
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<![CDATA[On Fri Mar 27 12:55:46 2026, Sten wrote:<br />&gt; I&apos;ve capped the rounds of peace an NPC can inflict on a player to 5 <br />rounds. <br />&gt; Also trolls / worms / probably some other subs, their roar skill is now <br />&gt; capped at 1 room when it forces you to flee. NPCs are now immune to <br />other <br />&gt; NPCs roar, before they would roar defensively and other NPCs in the room <br /><br />&gt; would aggro them.<br />&gt; <br />Ehhh, if anything breaks, or you find some behavior that looks odd or you <br />feel that your charmie dont peace as they used to do, please tell your <br />friendly neighborhood wizard. <br />]]>
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<pubDate>Fri, 27 Mar 2026 12:57:40 PST</pubDate>
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<title>Peace / Fear and NPCs - Sten
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<guid isPermaLink="false">/rss/changeboard.php/id/6791/board/changeboard</guid>
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<![CDATA[I&apos;ve capped the rounds of peace an NPC can inflict on a player to 5 rounds. <br />Also trolls / worms / probably some other subs, their roar skill is now <br />capped at 1 room when it forces you to flee. NPCs are now immune to other <br />NPCs roar, before they would roar defensively and other NPCs in the room <br />would aggro them.<br />]]>
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<pubDate>Fri, 27 Mar 2026 12:55:46 PST</pubDate>
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<title>Pillger Camp Logout - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6790/board/changeboard</guid>
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<![CDATA[Greetings PILLAGERS of Tsunami,<br /> <br />When you logout or disconnect in your pillaging camp you will now <br />hopefully log back into the room the camp was in.<br /> <br />All your JUNK should also be in that room now and subject to normal game <br />cleaning procedures if it hangs out too long.<br />]]>
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<pubDate>Thu, 26 Mar 2026 23:39:24 PST</pubDate>
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<title>Pillaging Parties - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6789/board/changeboard</guid>
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<![CDATA[Greetings Denziens of Tsunami,<br /> <br />As some will lament a couple of years ago I disabled banding when I began <br />working on pillaging.<br /> <br />I have - today - hopefully made it where partied natives will now all get <br />pillaging points and spoils.<br /> <br />I have also - hopefully - fixed conditions where beastmaster pets would <br />get kills and so the beastmaster would not get the pillaging points.<br /> <br />What does this mean? Native parties probably snowball ridiculously.<br /> <br />Test it for me! Show Ghyath that Natives are not underwhelming at all!<br />]]>
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<pubDate>Thu, 26 Mar 2026 22:09:15 PST</pubDate>
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<title>Kyldiss Killquest // Wererat Hunter - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6788/board/changeboard</guid>
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<![CDATA[Jarrod has learned some new knowledge regarding the dream gate / tearing / <br />portal<br /><br />If you ask him about &apos;rift&apos; &apos;tearing&apos; &apos;dream tearing&apos; or &apos;portal&apos;<br /><br />He may be able to sense if the portal has been opened or not in this <br />current boot.<br /><br /><br />~DP<br />]]>
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<pubDate>Tue, 24 Mar 2026 09:23:53 PST</pubDate>
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<title>Re: New generated eq - Disdain
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<guid isPermaLink="false">/rss/changeboard.php/id/6787/board/changeboard</guid>
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<![CDATA[Made some changes to drop rates. Added a flat increase of 15% to loot <br />chance, this should bring it up to 1 in 3 kills producing something. Also <br />increased the minimum rarity of drops so you should see more drops with <br />higher rarities.<br /><br />I have added a flag to the shop list descriptions. gen_eq gear will bear a <br />&quot;~&quot; at the front. I have also added a &quot;gen_eq&quot; id to new items, and &apos;list <br />gen_eq&apos; will work at the shop to only show new equipment<br /><br />I hope everyone finds something cool!<br /><br />-Disdain<br />]]>
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<pubDate>Sun, 22 Mar 2026 19:23:56 PST</pubDate>
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<title>Rework - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6786/board/changeboard</guid>
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<![CDATA[I significantly reduced the cost to use rework. The expectation that a <br />player would need to carry an orb at some levels to use one of their <br />skills didnt feel right for this particular skill.<br />]]>
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<pubDate>Sun, 22 Mar 2026 15:24:42 PST</pubDate>
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<title>New generated eq - Disdain
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<guid isPermaLink="false">/rss/changeboard.php/id/6785/board/changeboard</guid>
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<![CDATA[I installed the new gen_eq this morning. Most kills will have a chance to <br />drop the new equipment. This eq will not be lockerable until I&apos;ve had some <br />time to get feedback. 2 winters of work on this thing. I hope ya&apos;ll like <br />it.<br />]]>
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<pubDate>Sun, 22 Mar 2026 14:18:12 PST</pubDate>
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<title>&#x3C; no title &gt; - Nacho
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<guid isPermaLink="false">/rss/changeboard.php/id/6784/board/changeboard</guid>
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<![CDATA[Mercenary Recruitment Office Commissioned<br /><br />The fighter guild has formally opened the new Mercenary <br />Recruitment Office, now overseen by David the Field Marshal.<br /><br />This office serves as a dedicated command hub for warlords <br />to contract trained support under clear terms of coin, rank, <br />and readiness. Contracts are processed through disciplined <br />intake, with recruits assigned by subclass and delivered on <br />schedule according to the standing enlist framework.<br /><br />Purpose:<br /><br />Centralise warlord recruitment into a single, structured office<br />Provide reliable subclass hiring with level-based cost and preparation <br />time<br />Compensate the removal/change to class mazes<br />Enlist merc is still available<br /><br />Prices and order times may vary, at the moment I feel they are modest.<br /><br />If anything breaks we know who to blame...<br />]]>
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<pubDate>Sun, 22 Mar 2026 08:14:03 PST</pubDate>
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<title>Re: Forged Items - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6783/board/changeboard</guid>
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<![CDATA[On Thu Mar 19 22:18:22 2026, Burlok wrote:<br />&gt; Greetings Denziens of Tsunami,<br />&gt;  <br />&gt; If you forge an item you should be able to wield that item.<br />&gt;  <br />&gt; Let me know if this winds up not being the case.<br />&gt;  <br />&gt; #unleashthedwarves<br />&gt; <br />Fixed something to make it more likely that this actually works.<br />]]>
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<pubDate>Sun, 22 Mar 2026 01:29:51 PST</pubDate>
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<title>NPC warlords - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6782/board/changeboard</guid>
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<![CDATA[They no longer spawn paladin, knight and gremlin(!) mercenaries.<br />]]>
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<pubDate>Sun, 22 Mar 2026 00:11:54 PST</pubDate>
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<title>Re: Juggernaught - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6781/board/changeboard</guid>
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<![CDATA[On Fri Mar 20 00:13:40 2026, Ghyath wrote:<br />&gt; NPC juggernaughts had an error in their logic so they always rotated <br />their <br />&gt; weakest weaponry upon the first hit. Now they should properly select the <br /><br />&gt; weaponry their attacker is most vulnerable to! Trolls will love their <br />&gt; Naptha Throwers.<br />&gt; Meanwhile I adjusted formula for the power plant explosion when <br />&gt; juggernaught dies. This works for both player characters and NPCs. It <br />&gt; should now deal double the damage than before.<br />&gt; <br />I discovered another error where NPC juggernaughts never used tier 7 <br />upgrades. Well, now they do.<br />]]>
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<pubDate>Sat, 21 Mar 2026 22:36:11 PST</pubDate>
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<title>Levitation and Rest - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6780/board/changeboard</guid>
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<![CDATA[Greetings Denziens of Tsunami,<br /> <br />You can now rest while under the effects of levitation because magic <br />lifting you up is different than trying to use wings to hover in place <br />when it comes to relaxing.<br />]]>
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<pubDate>Sat, 21 Mar 2026 00:48:06 PST</pubDate>
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<title>Juggernaught - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6779/board/changeboard</guid>
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<![CDATA[NPC juggernaughts had an error in their logic so they always rotated their <br />weakest weaponry upon the first hit. Now they should properly select the <br />weaponry their attacker is most vulnerable to! Trolls will love their <br />Naptha Throwers.<br />Meanwhile I adjusted formula for the power plant explosion when <br />juggernaught dies. This works for both player characters and NPCs. It <br />should now deal double the damage than before.<br />]]>
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<pubDate>Fri, 20 Mar 2026 00:13:40 PST</pubDate>
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<title>Re: Forged Items - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6778/board/changeboard</guid>
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<![CDATA[On Thu Mar 19 22:18:22 2026, Burlok wrote:<br />&gt; Greetings Denziens of Tsunami,<br />&gt;  <br />&gt; If you forge an item you should be able to wield that item.<br />&gt;  <br />&gt; Let me know if this winds up not being the case.<br />&gt;  <br />&gt; #unleashthedwarves<br />&gt; <br />In the interest of transparency...<br /> <br />chat Yeah.<br />I also added a soft-cap to forge. The soft cap is high enough it wont <br />disrupt the bonus from forges but will prevent what I anticipate being <br />situations where people gather all the buffs in the game in an attempt to <br />create and wield a level 40 weapon.<br />]]>
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<pubDate>Thu, 19 Mar 2026 22:24:15 PST</pubDate>
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<title>Forged Items - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6777/board/changeboard</guid>
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<![CDATA[Greetings Denziens of Tsunami,<br /> <br />If you forge an item you should be able to wield that item.<br /> <br />Let me know if this winds up not being the case.<br /> <br />#unleashthedwarves<br />]]>
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<pubDate>Thu, 19 Mar 2026 22:18:22 PST</pubDate>
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<title>Chaos Orb - Vladimir
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<guid isPermaLink="false">/rss/changeboard.php/id/6776/board/changeboard</guid>
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<![CDATA[Congrats Chaosmages!  You now have your own &quot;mage weapon&quot;!<br /><br />Help spells chaos-orb for details.<br /><br />And, as usual, blame Darkpoole if you don&apos;t like it, but be sure<br />to give me any feedback, suggestions or ideas. <br />]]>
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<pubDate>Thu, 19 Mar 2026 14:25:53 PST</pubDate>
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<title>Wars - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6775/board/changeboard</guid>
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<![CDATA[Due to popular demand, War&apos;s our now weekly instead of 3 weekly - Many <br />thanks to all the new players craving war!<br />]]>
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<pubDate>Thu, 19 Mar 2026 04:45:28 PST</pubDate>
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<title>Barbarian HP Pillaging Display - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6774/board/changeboard</guid>
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<![CDATA[I removed the pillaging status updates from the Barbarian HP bar. This will <br />make them consistent with the other pillagers and reduce what could become <br />a very long hp bar. Please rely on the pillager command to view your <br />score.<br />]]>
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<pubDate>Wed, 18 Mar 2026 17:19:51 PST</pubDate>
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<title>Shaman QoL: Destruct Skill + Bonus Materia Gain - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6773/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />Shamans now earn a materia-gain bonus based on their current total<br />&quot;destructed&quot; value.  &quot;Destructed&quot; is incremented whenever you use the<br />&quot;destruct&quot; skill to destroy a MAGIC item (this is how it has always <br />worked, just repeating it here).  As the Shaman destroys such items<br />over time, he or she will gradually earn a +X% bonus to all materia <br />gain, which will be displayed in &quot;score&quot; in the &quot;Destructed&quot; field.<br />For full disclosure, here is the formula:<br /><br />x = total_destructed / 2000<br />x = log(x^(x^0.22))<br /><br />Here&apos;s the bonus curve, given x, from 1 to 2500:<br />https://www.wolframalpha.com/input?i=log%28x%5E%28x%5E0.22%29%29+from+1+to<br />+2500<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Wed, 18 Mar 2026 12:39:01 PST</pubDate>
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<title>Shaman Auto-Materia-Channel - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6772/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />I discovered an oversight in the Shaman auto-channel mechanism<br />that fires whenever you the Shaman buries or skins a corpse.<br />Essentially, materia tiers 1-3 were supposed to receive a bonus,<br />but were not actually getting it.  This has been fixed.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Wed, 18 Mar 2026 10:32:05 PST</pubDate>
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<title>Disarm - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6771/board/changeboard</guid>
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<![CDATA[Greetings Denziens of Tsunami,<br /> <br />From time to time people complain about how disarm functions. Essentially, <br />requiring the player to manually rewield meanwhile npcs automatically <br />rewield as if they were never disarmed at all.<br /> <br /> <br />Ive put a new version of disarm into testing that handles the situation a <br />bit more like a debuff than actual manipulation of the weapon object.<br /> <br />Looking for feedback on this change. Currently the number of rounds <br />disarmed will be roughly 4. Sometimes less. Sometimes more. Depending on <br />skill roll.<br /> <br />Ive only implemented this for the disarm skill and mesmerizes unwield <br />command.<br /> <br />If the change is agreeable Ill look at rolling it out further.<br />]]>
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<pubDate>Tue, 17 Mar 2026 00:44:26 PST</pubDate>
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<title>Draco Blight Spell - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6770/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />Dracolich blight spell will no longer destroy heals on the<br />target that have a value of 10k coins or higher.  This was<br />changed mainly to prevent NPC Dracos from costing you tens<br />if not hundreds of thousands of coins, in terms of heals<br />you might lose from your inventory.  That was certainly<br />never the intention of the spell, and is a brutal player<br />experience.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Mon, 16 Mar 2026 19:34:07 PST</pubDate>
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<title>Re: Mage Weapons - Vladimir
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<guid isPermaLink="false">/rss/changeboard.php/id/6769/board/changeboard</guid>
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<![CDATA[I forgot to mention, the Mage Weapon change will affect the following:<br /><br />Wu-Jen (all spheres)<br />Necromancer<br />Illusionist<br />Chronomancer<br /><br />(maybe be on the lookout for a Chaosmage weapon in the near future)<br /><br />]]>
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<pubDate>Mon, 16 Mar 2026 18:44:43 PST</pubDate>
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<title>Mage Weapons - Vladimir
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<guid isPermaLink="false">/rss/changeboard.php/id/6768/board/changeboard</guid>
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<![CDATA[Mage Weapons have been updated, to hopefully make them more attractive<br />to use.<br /><br />They now give bonuses to spells, based on your class, or Wu-Jen sphere.<br />Also, they have a new special attack proc you might see fire off<br />from your melee attacks.<br /><br />As a side &quot;benefit&quot;, missile and ice-bolt have been updated to use newer<br />skill code, so let me know if anything looks fishy with them.<br /><br /><br />As always, blame Darkpoole for any problems.  But be sure to let me know<br />about them as well.<br />]]>
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<pubDate>Mon, 16 Mar 2026 17:40:35 PST</pubDate>
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<title>Commands - Vladimir
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<guid isPermaLink="false">/rss/changeboard.php/id/6767/board/changeboard</guid>
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<![CDATA[A new command, &apos;commands&apos; has been added.  It replaces the existing<br />&quot;help commands&quot; spam-list.<br /><br />Help commands, or use &apos;commands&apos; / &apos;commands &#x3C;category&gt;&apos;.<br /><br />The old &apos;help commands&apos; list is still available, using &apos;help commands!&apos;.<br /><br />As usual, blame Darkpoole (or let me know), if there are any issues.<br />]]>
</description>
<pubDate>Thu, 12 Mar 2026 15:30:14 PST</pubDate>
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<title>Pixie &quot;pollen&quot; command - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6766/board/changeboard</guid>
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<![CDATA[Pixies,<br /><br />The &quot;pollen&quot; command has been update to provide more clarity<br />in regards to what each column means.  Not that you probably<br />didn&apos;t know what they meant already, but now it is explicit.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Thu, 12 Mar 2026 11:08:36 PST</pubDate>
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<title>Help newbieareas - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6765/board/changeboard</guid>
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<![CDATA[&quot;help newbieareas&quot; has been updated:<br />- directions now use/prefer caravans<br />- new information about (kill)quests nearby<br /><br />Please let me know how you (dis)like it and what quests are missing where. <br />With a positive feedback I might update &quot;help midbieareas&quot; similarly.<br />]]>
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<pubDate>Wed, 11 Mar 2026 22:41:47 PST</pubDate>
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<title>Glance - Vladimir
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<guid isPermaLink="false">/rss/changeboard.php/id/6764/board/changeboard</guid>
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<![CDATA[Glance has been updated to accept a &#x3C;dir&gt; (ex: glance north)<br /><br />This should function like &quot;look north&quot;, except it will return the <br />brief description of the target room.<br /><br />Let me know if there are any issues.<br />]]>
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<pubDate>Wed, 11 Mar 2026 20:40:34 PST</pubDate>
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<title>Shop Sell Bonus - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6763/board/changeboard</guid>
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<![CDATA[I did a major refactor of the way the shop handles sell bonuses.<br /> <br />This is the bonus bards and thugs currently get.<br /> <br />It should have no impact player-side but JUST IN CASE im letting you know.<br />]]>
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<pubDate>Wed, 11 Mar 2026 15:12:38 PST</pubDate>
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<title>Snipe First Shot: Bug Fixed - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6762/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />There was a bug in the code for the Hunter Snipe skill which<br />checked the target&apos;s &quot;perception&quot; skill level when<br />considering whether the first shot against that target<br />catches them off-guard.  There is no such thing as the<br />&quot;perception&quot; skill, so this has been changed to be <br />&quot;awareness&quot;, which is what the coder probably intended<br />.  Before this was fixed, every initial snipe shot was<br />getting bonus damage, which is not what we intended.  The<br />awareness of the target will now properly be taken into<br />consideration.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Tue, 10 Mar 2026 14:55:59 PST</pubDate>
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<title>Newbie Area - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6761/board/changeboard</guid>
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<![CDATA[Greetings Newbies!<br /><br /><br /><br />I&apos;ve updated the newbie area to be a little more interactive, you can <br />visit this area via the newbiearea command, which has also been changed <br />from level 1 to account age, you can use this command until your account <br />age hits 12 months total. <br /><br /><br /><br />I&apos;ve also added a few things to the blindmode command such as<br /><br /><br />Condensed who list<br />Condensed score<br /><br /><br />but I would love to hear some thoughts about what else to add to the <br />blindmode.<br /><br /><br />~DP<br />]]>
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<pubDate>Tue, 10 Mar 2026 12:59:34 PST</pubDate>
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<title>Blind Mode - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6760/board/changeboard</guid>
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<![CDATA[There&apos;s a WIP command called blindmode.<br /><br /><br />You can activate it with blindmode on / off <br /><br />For any of my screen reader friends, if you can think of some ways to make <br />this game easier to access please let me know and I&apos;ll see what I can do <br />about adding things in.<br /><br /><br />~DP<br />]]>
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<pubDate>Mon, 09 Mar 2026 12:06:26 PST</pubDate>
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<title>Party - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6759/board/changeboard</guid>
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<![CDATA[I *think* I fixed a bug where exp wasn&apos;t properly distributed when the <br />killer was a DoT-like effect.<br />You should now automatically follow, turn damage on and take formation <br />first upon joining the party.<br />]]>
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<pubDate>Mon, 09 Mar 2026 00:14:24 PST</pubDate>
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<title>Re: RACE Updates Pt 1 - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6758/board/changeboard</guid>
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<![CDATA[On Sat Mar 07 00:24:32 2026, Burlok wrote:<br />&gt; Greetings Denziens of Tsunami,<br />&gt; I made a pass over a few races and installed some new things.<br />&gt;  <br />&gt; DWARF<br />&gt; -Dwarves love to fight and drink. They are not debuffed by alcohol.<br />&gt; -Dwarves always have the forge skill (this is not new).<br />&gt; -A Dwarf of 19+1 or higher can also mythic forge, regardless of quest <br />&gt; points.<br />&gt;  <br />&gt; BONUS REDUCTION: Dwarves no longer have a religion bonus.<br />&gt;  <br />&gt; GHANT<br />&gt; -A ghant can always &quot;offwield&quot;. They do not gain the offhand skill but <br />&gt; they gain a bit of hidden skill each level which will translate to <br />offhand <br />&gt; attacks.<br />&gt;  <br />&gt; BONUS REDUCTION: Ghants lost their +10 to offhand.<br />&gt; BONUS INCREASE: Ghants who have the offhand skill gain a couple of extra <br /><br />&gt; points each level.<br />&gt;  <br />&gt; KENKU<br />&gt; SKILL SWAP: Kenku lost FLY but gained FLIGHT. This gives them all the <br />&gt; additional functionality flight has.<br />&gt;  <br />&gt; SKAVEN<br />&gt; -Skaven always have the STEALTH skill. Very interested to see how this <br />&gt; will be abused.<br />&gt;  <br />&gt; SLEEN<br />&gt; -When a sleen rests it enters a state of brumation which is a more <br />&gt; restorative state than rest.<br />&gt; -A sleen receives BONUS HEALING from ALL SOURCES.<br />&gt;  <br />&gt; BONUS REDUCTION: I removed their weapon bonuses and penalties but kept <br />the <br />&gt; ones related to light and dark.<br />&gt;  <br />&gt; <br />Oh. I forgot. Dwarves lost their bonus to forge.<br />]]>
</description>
<pubDate>Sat, 07 Mar 2026 00:34:14 PST</pubDate>
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<title>RACE Updates Pt 1 - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6757/board/changeboard</guid>
<description>
<![CDATA[Greetings Denziens of Tsunami,<br />I made a pass over a few races and installed some new things.<br /> <br />DWARF<br />-Dwarves love to fight and drink. They are not debuffed by alcohol.<br />-Dwarves always have the forge skill (this is not new).<br />-A Dwarf of 19+1 or higher can also mythic forge, regardless of quest <br />points.<br /> <br />BONUS REDUCTION: Dwarves no longer have a religion bonus.<br /> <br />GHANT<br />-A ghant can always &quot;offwield&quot;. They do not gain the offhand skill but <br />they gain a bit of hidden skill each level which will translate to offhand <br />attacks.<br /> <br />BONUS REDUCTION: Ghants lost their +10 to offhand.<br />BONUS INCREASE: Ghants who have the offhand skill gain a couple of extra <br />points each level.<br /> <br />KENKU<br />SKILL SWAP: Kenku lost FLY but gained FLIGHT. This gives them all the <br />additional functionality flight has.<br /> <br />SKAVEN<br />-Skaven always have the STEALTH skill. Very interested to see how this <br />will be abused.<br /> <br />SLEEN<br />-When a sleen rests it enters a state of brumation which is a more <br />restorative state than rest.<br />-A sleen receives BONUS HEALING from ALL SOURCES.<br /> <br />BONUS REDUCTION: I removed their weapon bonuses and penalties but kept the <br />ones related to light and dark.<br /> <br />]]>
</description>
<pubDate>Sat, 07 Mar 2026 00:24:32 PST</pubDate>
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<title>Drunken Swashbucklers - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6756/board/changeboard</guid>
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<![CDATA[Greetings Denziens of Tsunami,<br /> <br />Swashbucklers love to drink and fight. They do not suffer a skill penalty <br />while drunk.<br />]]>
</description>
<pubDate>Fri, 06 Mar 2026 20:41:27 PST</pubDate>
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<title>Racial Adjustments - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6755/board/changeboard</guid>
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<![CDATA[I am going to be working on some adjustment to races over the next couple <br />of weeks.<br /> <br />The goal is to improve / increase / make more viable some of the races <br />that are not usually go-to selections.<br /> <br />I am NOT intending on posting each change as it occurs.<br /> <br />I WILL post summaries as I do a few.<br /> <br />So if something looks slightly different with a skill line DONT PANIC.<br /> <br />You can always reach out to me.<br />]]>
</description>
<pubDate>Thu, 05 Mar 2026 20:34:18 PST</pubDate>
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<title>Cecaelia - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6754/board/changeboard</guid>
<description>
<![CDATA[Resistances changed to shock -15, sound -10, and drown +30.<br />Removed swipe bonus, added engage and strangle at +5 each. Weapon numbers <br />normalized as well.<br />Terrain numbers normalized.<br />Rings dropped to 6.<br />]]>
</description>
<pubDate>Thu, 05 Mar 2026 02:35:06 PST</pubDate>
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<title>Pixie Plerosis/Clover Stat Buff Decay - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6753/board/changeboard</guid>
<description>
<![CDATA[Pixies,<br /><br />Plerosis&apos; (clover) bonus accumulated stat boost that comes from <br />its synergy with lily will no longer decay while you are resting.  <br />This is so that you can use the enhanced rest that comes from <br />clover&apos;s synergy with tulip (in case you have that as well),<br />without be penalized for using the enhanced rest by potentially<br />losing some of your bonus stats in the process.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Wed, 04 Mar 2026 19:07:42 PST</pubDate>
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<title>Cecaelia - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6752/board/changeboard</guid>
<description>
<![CDATA[Hentai lovers rejoice!<br /><br /><br />Ever wanted to play your own octopus inspired race?<br />Want to slap your enemies with your 8 tentacles?<br /><br />Want to do something weird and slosh around everywhere?<br />--------------------------------------------------------------------------<br />-<br />Cecaelia are cephalopod humanoids with powerful tentacles, fluid movement, <br />and<br />predatory instincts. They excel at constriction and close-quarters <br />control, but<br />struggle with rigid heavy weapon forms. Their bodies are built for water <br />and<br />shoreline hunting, not dry deserts or heavy plate warfare. Due to having <br />so many<br />tentacles and being a cephalopod they are restricted in what gear they can <br />wear<br />but can equip up to 8 rings.<br />--------------------------------------------------------------------------<br />-<br />Cecaelia stat adjustments:<br /><br />Strength         : -5<br />Dexterity        : 10<br />Intelligence     : 10<br />Constitution     : -15<br />--------------------------------------------------------------------------<br />-<br />Cecaelia resistance adjustments:<br /><br />Drown            : +30<br />Sound            : -5<br />Fire             : -10<br />--------------------------------------------------------------------------<br />-<br />Cecaelia skill adjustments:<br /><br />2-hsword         : -12  awareness        : +5   axe              : -10  <br />bow              : -8   grapple          : +10  polearm          : -10  <br />stealth          : +5   swipe            : +5   sword            : -10  <br />unarmed          : +8   <br />--------------------------------------------------------------------------<br />-<br />Cecaelia sight restrictions:<br /><br />Max Sight        : +9<br />Min Sight        : +1<br />--------------------------------------------------------------------------<br />-<br />Cecaelia is a man-sized race.<br />--------------------------------------------------------------------------<br />-<br />Cecaelia combat adjustments from terrain:<br /><br />Arid             : -10  Desert           : -15  Shore            : +8   <br />Swamp            : +5   Underwater       : +20  Water            : +15  <br />--------------------------------------------------------------------------<br />-<br />]]>
</description>
<pubDate>Wed, 04 Mar 2026 03:51:04 PST</pubDate>
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<title>New Races - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6751/board/changeboard</guid>
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<![CDATA[Three new races have been discovered as playable<br /><br /><br />-Goblin<br />-Hobgoblin<br />-Bugbear<br /><br /><br /><br />Feel free to check them out and let me know your thoughts :)<br />~DP<br />]]>
</description>
<pubDate>Mon, 02 Mar 2026 05:56:53 PST</pubDate>
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<title>Orcs and Corpses - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6750/board/changeboard</guid>
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<![CDATA[Greetings Denziens of Tsunami,<br /> <br />The corpse heal orcs received did not keep pace with the addition of rest <br />and the wider proliferation of heals.<br /> <br />When an orc eats a corpse outside of war they will (rather than eat it) <br />actually render it into jerky much like a native does for portable <br />healing.<br /> <br />#orcmeta<br />]]>
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<pubDate>Wed, 25 Feb 2026 23:04:04 PST</pubDate>
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<title>Command: who2 - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6749/board/changeboard</guid>
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<![CDATA[There is an alternative look of &quot;who&quot; under who2. Functionality should be <br />pretty much the same, lacks titles and pretitles (sorry Nomads). If you <br />like it, just &quot;alias who who2&quot;.<br />Comments welcome.<br />]]>
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<pubDate>Tue, 24 Feb 2026 19:01:39 PST</pubDate>
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<title>Re: New Playtesting Opportunity - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6748/board/changeboard</guid>
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<![CDATA[On Fri Feb 06 04:48:29 2026, Darkpoole wrote:<br />&gt; This isn&apos;t a change post but its the board everyone will see.<br />&gt; <br />&gt; <br />&gt; <br />&gt; Hey everyone,<br />&gt; <br />&gt; I?m opening up invite testing for a new work-in-progress class: <br />&gt; Deathknight2.<br />&gt; <br />&gt; This isn?t replacing anything yet, but it?s the start of a modern <br />&gt; ?expansion-grade? DK-style kit, with a clean gameplay loop and strong <br />spec <br />&gt; identity. If testing goes well, this could become a full new <br />&gt; class/subclass option going forward.<br />&gt; <br />&gt; What it?s about<br />&gt; <br />&gt; Runic Power is real gameplay (build it, spend it, manage it)<br />&gt; <br />&gt; Frost + Unholy presences you can swap between<br />&gt; <br />&gt; Procs that should feel obvious and exciting (not background RNG)<br />&gt; <br />&gt; Room effects that behave properly (persist, tick, don?t stack <br />infinitely)<br />&gt; <br />&gt; Current kit in testing<br />&gt; <br />&gt; Frost<br />&gt; <br />&gt; Obliterate (generator)<br />&gt; <br />&gt; Howling Blast + Frost Strike (spenders)<br />&gt; <br />&gt; Killing Machine + Rime procs<br />&gt; <br />&gt; Frost Fever status<br />&gt; <br />&gt; Unholy<br />&gt; <br />&gt; Rotrend (generator)<br />&gt; <br />&gt; Graveblight (room corruption template)<br />&gt; <br />&gt; Miasma Surge (spender that strengthens your room rot)<br />&gt; <br />&gt; What I need from testers<br />&gt; If you hop in, I?d love feedback on:<br />&gt; <br />&gt; Does RP feel starved / smooth / flooded?<br />&gt; <br />&gt; Do procs feel too rare / too frequent / just right?<br />&gt; <br />&gt; Does Frost feel like burst/precision, and Unholy like slow <br />inevitability?<br />&gt; <br />&gt; Any bugs, weird stacking, or edge cases (especially around room effects)<br />&gt; <br />&gt; If you?re keen to test, DM me and I?ll get you sorted with <br />access/invite.<br />&gt; ~DP<br />&gt; <br />The first testing phase as finished, I&apos;ve learned a lot, and have decided <br />to take it in a newerish direction focusing more on runes and the runic <br />weapon. If you previously had a runeknight &#x26;&#x26; gave a lot of feedback, <br />please send me a tell and I&apos;ll have something for you. The next iteration <br />is Runereaver - feel free to message me if you&apos;d like to try it out.<br />]]>
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<pubDate>Tue, 24 Feb 2026 08:43:01 PST</pubDate>
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<title>Transform (Wu-jen Spell) - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6747/board/changeboard</guid>
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<![CDATA[Per Eider&apos;s idea - Transform receives a small boost for every rank of water <br />you have learned.<br />]]>
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<pubDate>Sun, 22 Feb 2026 02:23:53 PST</pubDate>
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<title>Re: Windscar Islands - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6746/board/changeboard</guid>
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<![CDATA[On Thu Feb 19 00:00:26 2026, Ghyath wrote:<br />&gt; On Wed Feb 18 17:52:52 2026, Ghyath wrote:<br />&gt; &gt; You can now sail to Windscar Island from port 4e of CoT.<br />&gt; &gt; It is a test island, no hidden features, basically no monsters (except <br /><br />&gt; Den <br />&gt; &gt; of Beholders), but kind of innovative in terms of &quot;graphical&quot; <br />&gt; &gt; interpretation of your surroundings.<br />&gt; &gt; Since there are so many various clients and settings, I am looking for <br />a <br />&gt; <br />&gt; &gt; feedback about how you like general idea, map symbols, how <br />&gt; understandable <br />&gt; &gt; your movement around is and how messy it is with your client/settings. <br /><br />&gt; You <br />&gt; &gt; probably need to turn off your brief mode to see the main map feature.<br />&gt; &gt; Feedback please via tells/mudmail/Discord/public channels. Thanks.<br />&gt; &gt; <br />&gt; 4 major biomes should now be populated with biome-fitting animals. Some <br />of <br />&gt; them are smarter. In general the further from the shore, the bigger <br />&gt; animals you might encounter (up to lvl 19).<br />&gt; <br />Windscar Island is temporarily unavailable until Tsunami&apos;s sailors <br />schedule regular transport. You will be informed in time about new sea <br />routes.<br />]]>
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<pubDate>Thu, 19 Feb 2026 20:54:46 PST</pubDate>
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<title>Re: Windscar Islands - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6745/board/changeboard</guid>
<description>
<![CDATA[On Wed Feb 18 17:52:52 2026, Ghyath wrote:<br />&gt; You can now sail to Windscar Island from port 4e of CoT.<br />&gt; It is a test island, no hidden features, basically no monsters (except <br />Den <br />&gt; of Beholders), but kind of innovative in terms of &quot;graphical&quot; <br />&gt; interpretation of your surroundings.<br />&gt; Since there are so many various clients and settings, I am looking for a <br /><br />&gt; feedback about how you like general idea, map symbols, how <br />understandable <br />&gt; your movement around is and how messy it is with your client/settings. <br />You <br />&gt; probably need to turn off your brief mode to see the main map feature.<br />&gt; Feedback please via tells/mudmail/Discord/public channels. Thanks.<br />&gt; <br />4 major biomes should now be populated with biome-fitting animals. Some of <br />them are smarter. In general the further from the shore, the bigger <br />animals you might encounter (up to lvl 19).<br />]]>
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<pubDate>Thu, 19 Feb 2026 00:00:26 PST</pubDate>
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<title>Windscar Islands - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6744/board/changeboard</guid>
<description>
<![CDATA[You can now sail to Windscar Island from port 4e of CoT.<br />It is a test island, no hidden features, basically no monsters (except Den <br />of Beholders), but kind of innovative in terms of &quot;graphical&quot; <br />interpretation of your surroundings.<br />Since there are so many various clients and settings, I am looking for a <br />feedback about how you like general idea, map symbols, how understandable <br />your movement around is and how messy it is with your client/settings. You <br />probably need to turn off your brief mode to see the main map feature.<br />Feedback please via tells/mudmail/Discord/public channels. Thanks.<br />]]>
</description>
<pubDate>Wed, 18 Feb 2026 17:52:52 PST</pubDate>
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<title>Survey - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6743/board/changeboard</guid>
<description>
<![CDATA[Not a change post sorry - There&apos;s a new Survey in the survey room regarding <br />shutdown wars, please fill it out! xoxo<br />]]>
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<pubDate>Wed, 18 Feb 2026 13:23:31 PST</pubDate>
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<title>Monk Stick - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6742/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br /><br />After some discussion with the resident Bug monk. It was realised that one <br />of the imbues actually had an issue which caused the other elements to <br />fire more rapidly and uncontrollably. This issue has been fixed/patched, <br />but the chance to proc is now much better (twice better to be preciseish) <br />and in doing so, I&apos;ve lowered the amount of areas/notches needed to get <br />the next imbue, you can find it out at help monk stick or read below.<br /><br /><br /><br />Imbue unlocks (by notches / explored locations)<br />-----------------------------------------------<br />Your stick level increases once for every 3 explored locations notched<br />onto the stick. This means imbues unlock at specific notch totals:<br /><br />  Fire:      9+  locations<br />  Lightning: 24+ locations<br />  Ice:       51+ locations<br />  Acid:      81+ locations<br />  Poison:    99+ locations<br />  Holy:      120+ locations<br /><br />Tip: If you are just short of an unlock, you usually only need a couple<br />more explored locations to push your stick level over the next threshold.<br /><br /><br /><br /><br />As usual if I broke something (It&apos;s me, so probability is high) please let <br />me know!<br /><br /><br />~DP<br />]]>
</description>
<pubDate>Wed, 18 Feb 2026 13:12:26 PST</pubDate>
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<title>2 More Changes - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6741/board/changeboard</guid>
<description>
<![CDATA[Bard&apos;s who charm an NPC now have the &#x3C;Charming: (duration)&gt; display on <br />their HP Prompt.<br /><br /><br /><br />Anyone who creates a party with another player will Auto Follow, Turn on <br />Party Damage, and Join Formation First.<br />]]>
</description>
<pubDate>Mon, 16 Feb 2026 03:56:25 PST</pubDate>
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<title>Tower Defence Arcade Game - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6740/board/changeboard</guid>
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<![CDATA[Good News Everyone,<br /><br /><br />I created a fun little Tower Defence game in the arcade (2d 2w u from CoT) <br />- It&apos;s not a super intensive game but its a fun little interactive thing <br />if you want something to do while bored.<br />]]>
</description>
<pubDate>Mon, 16 Feb 2026 03:15:35 PST</pubDate>
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<title>The Iron Proving Hall - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6739/board/changeboard</guid>
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<![CDATA[New Level 30 Fighter Dungeon: The Iron Proving Hall<br /><br />The old fighter mazes have been retired and replaced with a new dungeon <br />built for pure combat progression: The Iron Proving Hall.<br />This is a level 30 dungeon packed with fighter-type enemies and it follows <br />the same rules as Aincrad.<br /><br />Clear the room to advance: the next room won?t open up until everything in <br />the current room is dead.<br />No dipping out: if anyone leaves the dungeon, the run resets and it will <br />need to be started again from the beginning.<br /><br />Boss + Loot<br />The final boss has a chance to drop a Tier set piece for fighter <br />subclasses. If you want fighter gear, this is the new proving ground.<br />If you were farming the old fighter mazes, this is the replacement. Bring <br />a proper build, bring sustain, and commit to the run, because the hall <br />doesn?t care how close you were.<br /><br /><br /> I&apos;ll await feedback before I start working on the other Class Mazes but I <br />can guarantee it&apos;ll be worth it when you eventually get a 4 piece.<br /><br /><br />~DP<br />]]>
</description>
<pubDate>Sat, 14 Feb 2026 11:56:00 PST</pubDate>
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<title>Iview command - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6738/board/changeboard</guid>
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<![CDATA[I have unrestricted the iview command. It is now available to all players <br />during invasions whether you are native or not without the need for a <br />magic mirror.<br />]]>
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<pubDate>Fri, 13 Feb 2026 23:04:28 PST</pubDate>
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<title>Re: Worm Tunnel - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6737/board/changeboard</guid>
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<![CDATA[On Tue Dec 16 03:49:51 2025, Darkpoole wrote:<br />&gt; Heyy,<br />&gt; <br />&gt; <br />&gt; Worm tunnelling now incurs an SP penalty that gradually adds up over <br />time <br />&gt; and will kick you out of tunnelling if you&apos;re too low on SP - As well <br />you <br />&gt; can&apos;t rest while tunneling to prevent what is basically a sanctuary for <br />&gt; not being killed.<br />&gt; <br />&gt; If this goes against Burlok&apos;s design idea i will be happy to revert it<br />&gt; <br />&gt; <br />&gt; Thanks!<br />&gt; <br />This is still true EXCEPT a worm gets 8 rounds before the sp drain kicks <br />in.<br /> <br />A worm currently auto-tunnels after each kill (plunging back beneath the <br />ground) and the sp cost was completely justified since people were idling <br />but by giving a grace period of a few rounds a worm is able to burst from <br />the ground to swallow its foes still without having an additional xp cost <br />for being cinematic.<br />]]>
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<pubDate>Fri, 13 Feb 2026 01:46:18 PST</pubDate>
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<title>Newbie Book - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6736/board/changeboard</guid>
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<![CDATA[With the recent influx of some new players who happen to skip the <br />introduction quest. I&apos;ve made the book available from Magnus (w,s,w,d) <br />from CoT - as a reminder he&apos;s also quite helpful and you can ask him about <br />most subjects about the mud and he&apos;ll hopefully be able to give you the <br />answer you are looking for.<br /><br /><br />~DP<br />]]>
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<pubDate>Fri, 13 Feb 2026 00:23:47 PST</pubDate>
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<title>Test - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6735/board/changeboard</guid>
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<![CDATA[This is just a test post for the RSS feed.<br />]]>
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<pubDate>Wed, 11 Feb 2026 05:18:32 PST</pubDate>
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<title>Hydra Exhale - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6734/board/changeboard</guid>
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<![CDATA[Hydra&apos;s no longer gain a toughness bonus (for whatever reason they got it <br />in the first place) when using exhale.<br />]]>
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<pubDate>Sat, 07 Feb 2026 01:05:17 PST</pubDate>
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<title>Deathmail &#x26; Deathshield - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6733/board/changeboard</guid>
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<![CDATA[Both have been reduced approximately 30%<br />]]>
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<pubDate>Fri, 06 Feb 2026 11:12:52 PST</pubDate>
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<title>Beholder Logic - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6732/board/changeboard</guid>
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<![CDATA[I thought I fixed this ages ago but apparently not. Beholder&apos;s now instead <br />of just spamming shield, will use their offensive and defensive skills as <br />they were meant to.<br /><br /><br />~DP<br />]]>
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<pubDate>Fri, 06 Feb 2026 11:05:36 PST</pubDate>
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<title>New Playtesting Opportunity - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6731/board/changeboard</guid>
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<![CDATA[This isn&apos;t a change post but its the board everyone will see.<br /><br /><br /><br />Hey everyone,<br /><br />I?m opening up invite testing for a new work-in-progress class: <br />Deathknight2.<br /><br />This isn?t replacing anything yet, but it?s the start of a modern <br />?expansion-grade? DK-style kit, with a clean gameplay loop and strong spec <br />identity. If testing goes well, this could become a full new <br />class/subclass option going forward.<br /><br />What it?s about<br /><br />Runic Power is real gameplay (build it, spend it, manage it)<br /><br />Frost + Unholy presences you can swap between<br /><br />Procs that should feel obvious and exciting (not background RNG)<br /><br />Room effects that behave properly (persist, tick, don?t stack infinitely)<br /><br />Current kit in testing<br /><br />Frost<br /><br />Obliterate (generator)<br /><br />Howling Blast + Frost Strike (spenders)<br /><br />Killing Machine + Rime procs<br /><br />Frost Fever status<br /><br />Unholy<br /><br />Rotrend (generator)<br /><br />Graveblight (room corruption template)<br /><br />Miasma Surge (spender that strengthens your room rot)<br /><br />What I need from testers<br />If you hop in, I?d love feedback on:<br /><br />Does RP feel starved / smooth / flooded?<br /><br />Do procs feel too rare / too frequent / just right?<br /><br />Does Frost feel like burst/precision, and Unholy like slow inevitability?<br /><br />Any bugs, weird stacking, or edge cases (especially around room effects)<br /><br />If you?re keen to test, DM me and I?ll get you sorted with access/invite.<br />~DP<br />]]>
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<pubDate>Fri, 06 Feb 2026 04:48:29 PST</pubDate>
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<title>Shaolins/hardcores vs. parties - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6730/board/changeboard</guid>
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<![CDATA[Darkarn wrote an original prestige subclass of Shaolins with intention of <br />them being lonely in the cruel world of Tsunami. Probably during some <br />festivities (or for some reason unknown to me) this was changed and <br />Shaolins could party like everyone else. Well, until today when they <br />decided to follow the lonely path again.<br />Similarly the elusive hardcores.<br />]]>
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<pubDate>Wed, 04 Feb 2026 23:28:03 PST</pubDate>
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<title>Farty Pollow - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6729/board/changeboard</guid>
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<![CDATA[Hi,<br /><br /><br />I&apos;ve fixed an oopsie doodle with party follow that should now work again, <br />in saying that it was hacked and slashed together using an old backup, so <br />there&apos;s a possibility that some old stuff went through as well. if you <br />notice anything weird please send me a tell :)<br /><br />~D{<br />]]>
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<pubDate>Tue, 03 Feb 2026 09:33:50 PST</pubDate>
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<title>TRAVEL CHANGES - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6728/board/changeboard</guid>
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<![CDATA[Greetings Denziens of Tsunami,<br /> <br />HEARTHSTONE has been updated to include TRAVEL: help hearthstone<br />GATE has been updated to include TRAVEL: help spells gate<br />FLIGHT has been updated to include TRAVEL: help skills flight<br />WORMHOLE has been updated to include TRAVEL: help spells wormhole<br />CORRIDOR has been update to include TRAVEL: help prayers corridor<br /> <br />BONUS NEW SKILL: Bards have gained the song TRAVELERS TUNE. Skill level <br />will decrease the needed exploration percentage to travel. HEROIC BARDS <br />can travel to areas they have only begun to explore.<br /> <br /> <br />Let me know if any functionality of any skill is broken. I did thoroughly <br />test all the things but im not perfect.<br />]]>
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<pubDate>Sat, 31 Jan 2026 01:19:21 PST</pubDate>
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<title>BETA: EXPLORATION and TRAVEL - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6727/board/changeboard</guid>
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<![CDATA[Greetings Denziens of Tsunami,<br /> <br />Recent feedback from new and returning players has been that travel across <br />the land can be difficult as our memories from many years ago have faded <br />and that even when you know where you are going its very easy to get <br />turned around.<br /> <br /> <br />Ive implemented a system for general player testing that will allow <br />players to travel to realms they have reached a certain exploration <br />threshold in.<br /> <br />Currently that threshold is 61 percent.<br /> <br />See help hearthstone<br />See help gate<br /> <br />Both allow for the argument EXPLORED which will show destinations you meet <br />the exploration threshold for.<br /> <br />For you champion explorers who will have a huge list you can also restrict <br />the output by level EXPLORED &#x3C;MIN LEVEL&gt;-&#x3C;MAX LEVEL&gt;<br /> <br />Using gate / hearth / phearth will let you pick from these realms as well. <br />Hopefully all the costs and restrictions should be in place.<br /> <br />If anyone has other suggestions on how to use this system (or additional <br />skills to consider modifying) please let me know.<br />]]>
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<pubDate>Thu, 29 Jan 2026 01:04:46 PST</pubDate>
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<title>Various minor changes/updates - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6726/board/changeboard</guid>
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<![CDATA[Newbie chessboard got cosmetic update.<br />Tam&apos;s (Two Rivers area) behavior updated.<br />Newbie dummy (Newbie tutorial area) no longer gives melee exp. DummyGate <br />is over!<br />Toy Chest area updated, NPCs now properly wear/wield their equipment aka <br />Greshna&apos;s favorite babes finally wear bikini!<br />]]>
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<pubDate>Wed, 28 Jan 2026 17:50:44 PST</pubDate>
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<title>CONTEST Realm Entries - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6725/board/changeboard</guid>
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<![CDATA[Greetings Denziens of Tsunami.<br /><br />New and returning players have provided feedback that navigating the <br />realms of Tsunami can be challenging. As a result, Burlok is working on a <br />travel-system.<br /><br />WHAT WE NEED: We need to record the âentry locationâ for each realm.<br /><br />The âentry locationâ is the first room you would enter off of the main <br />area into the REALM. You can type ârealmâ and see where you are. For <br />example CoT is in MAINLAND TOWN.<br /><br />CONTEST<br />Players are being given the opportunity to help Burlok declare entry-rooms <br />to the various realms for MUD PRIZES. There is a COG DISPENSER at cot <br />which will give you a gps cog.<br /><br />You can see which realms are needed via the command âgps neededâ.<br /><br />Travel to a needed realm and type âgps submit &#x3C;level&gt;â where &#x3C;level&gt; <br />is the typical level a player would adventure in this area (you can only <br />pick 1 level). This level will be important to the travel system also.<br /><br />You can view your progress with âgps contestâ while holding a cog.<br /><br />Burlok will be reviewing submissions every few days and approving ones <br />that appear to correctly identify the âentry roomâ.<br /><br />The contest ends February 28 OR whenever the majority of the realms have <br />entries.<br /><br />]]>
</description>
<pubDate>Tue, 20 Jan 2026 23:53:19 PST</pubDate>
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<title>Druids - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6724/board/changeboard</guid>
<description>
<![CDATA[Druids have been disabled, because their current status isn&apos;t in line with <br />Tsunami&apos;s subclass standards.<br />]]>
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<pubDate>Fri, 16 Jan 2026 21:52:31 PST</pubDate>
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<title>Native PILLAGERS - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6723/board/changeboard</guid>
<description>
<![CDATA[CONCEPT: The Native of Tsunami eschew the civilized world. They move across <br />the world pillaging the fringes of society which unleashed evil-powers <br />upon them.<br /> <br />All native classes now have access to pillaging and pillager.<br /> <br />See: help pillaging<br /> <br />Let me know if anything isnt working / doesnt appear to be set-up right.<br />]]>
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<pubDate>Sun, 11 Jan 2026 05:26:42 PST</pubDate>
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<title>Re: NEW Pillager Skill - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6722/board/changeboard</guid>
<description>
<![CDATA[On Sat Jan 10 06:21:09 2026, Burlok wrote:<br />&gt; Barbarians have gained the pillager skill! See help skills pillager.<br />&gt;  <br />&gt; This gives nomadic pillagers a mobile base. Allowing them to take a <br />break <br />&gt; from time to time without losing their standing.<br />&gt;  <br />&gt; I will continue working on testing this in conjunction with anyone else <br />&gt; who wants to use it. If you find an abuse let me know.<br />&gt;  <br />&gt; I will add it to other pillagers (Berserker, Amazon, More?) once I am <br />more <br />&gt; confident its working as intended.<br />&gt;  <br />&gt; The 300 round cooldown begins when the pillager who made the camp exits. <br />A <br />&gt; logout will clear the cooldown ..<br />&gt; .. but it also clears your pillaging score.<br />&gt;  <br />&gt; You can see your timer&apos;s status by typing pillager.<br />&gt; <br />Berserkers and Amazons have access to the pillager skill now.<br />]]>
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<pubDate>Sat, 10 Jan 2026 23:34:18 PST</pubDate>
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<title>NEW Pillager Skill - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6721/board/changeboard</guid>
<description>
<![CDATA[Barbarians have gained the pillager skill! See help skills pillager.<br /> <br />This gives nomadic pillagers a mobile base. Allowing them to take a break <br />from time to time without losing their standing.<br /> <br />I will continue working on testing this in conjunction with anyone else <br />who wants to use it. If you find an abuse let me know.<br /> <br />I will add it to other pillagers (Berserker, Amazon, More?) once I am more <br />confident its working as intended.<br /> <br />The 300 round cooldown begins when the pillager who made the camp exits. A <br />logout will clear the cooldown ..<br />.. but it also clears your pillaging score.<br /> <br />You can see your timer&apos;s status by typing pillager.<br />]]>
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<pubDate>Sat, 10 Jan 2026 06:21:09 PST</pubDate>
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<title>Death Equipment on Login - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6720/board/changeboard</guid>
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<![CDATA[PROBLEM: A deathknight had to summon all of their three equipment pieces <br />each login. How tedious.<br /> <br />CHANGE: You will automatically get your death gear when you login.<br /> <br />ADDED: Command dblade &#x3C;type&gt; which will set the blade type you summon on <br />login (default vorpal).<br /> <br />BONUS CHANGE (Increase?): Deathmail was using 90% of its skill value. It <br />is now using 100%.<br />]]>
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<pubDate>Sat, 10 Jan 2026 01:48:09 PST</pubDate>
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<title>Deathknight Equipment and Incorp QoL - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6719/board/changeboard</guid>
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<![CDATA[PROBLEM: Incorporeality would remove all of a DKs equipment forcing them to <br />manually re-wear. How tedious.<br /> <br />CHANGE: Going incorporeal will now re-equip valid item slots. It will mark <br />the items (codewise) to know which ones it took off.<br />CHANGE: Going corporeal will now FIRST attempt to re-equip all of the <br />items incorp marked.<br /> <br />CHANGE: Going corporeal will SECOND fill any remain slots with items <br />selected from the &quot;suit up&quot; command.<br /> <br />ENHANCEMENT: Clarified what equipment a DK can wear in its states in a <br />more straightforward fashion in the code.<br /> <br />WHEN INCORP: Deathknights cannot wear boots, gloves, other, or helmet.<br /> <br />BONUS CHANGE (Reduction?): Deathknights can NO LONGER wear mortal shields. <br />Only death shields.<br /> <br />--Willing to have a conversation about changing the way they get death <br />shield.<br />]]>
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<pubDate>Sat, 10 Jan 2026 00:06:35 PST</pubDate>
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<title>Juggernaughts - maul - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6718/board/changeboard</guid>
<description>
<![CDATA[Maul should work again.<br />If you notice any other skills/features affected by fuel consumption <br />removal, please bug it. Thanks.<br />]]>
</description>
<pubDate>Fri, 09 Jan 2026 22:45:22 PST</pubDate>
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<title>Worm Tunnel - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6717/board/changeboard</guid>
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<![CDATA[Heyy,<br /><br /><br />Worm tunnelling now incurs an SP penalty that gradually adds up over time <br />and will kick you out of tunnelling if you&apos;re too low on SP - As well you <br />can&apos;t rest while tunneling to prevent what is basically a sanctuary for <br />not being killed.<br /><br />If this goes against Burlok&apos;s design idea i will be happy to revert it<br /><br /><br />Thanks!<br />]]>
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<pubDate>Tue, 16 Dec 2025 03:49:51 PST</pubDate>
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<title>The Coliseum - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6716/board/changeboard</guid>
<description>
<![CDATA[The Coliseum giants now properly use their skill set. Both fire and frost.<br />]]>
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<pubDate>Sat, 13 Dec 2025 20:27:43 PST</pubDate>
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<title>Thyrkon centaurs - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6715/board/changeboard</guid>
<description>
<![CDATA[They finally properly wear all their forged equipment.<br />]]>
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<pubDate>Thu, 09 Oct 2025 22:23:50 PST</pubDate>
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<title>Juggernaught - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6714/board/changeboard</guid>
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<![CDATA[I rolled back all my changes on Juggernaught until I can find the want to <br />continue fixing them :)<br />]]>
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<pubDate>Tue, 15 Jul 2025 08:59:22 PST</pubDate>
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<title>Enlist Merc Update! - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6713/board/changeboard</guid>
<description>
<![CDATA[Greetings Denziens of Tsunami,<br /> <br />The Warlords of Tsunami have lamented that since the changes to their <br />maximum soldiers that they are unable to enlist mercenaries to their max <br />capacity. Many would rather have more followers even if one of their <br />followers is substantially weaker than the others. Warlords will now seek <br />out mercenaries until their party is full.<br /> <br />* You can now recruit MERC until your party capacity is full.<br /> <br />* This means that your final MERC will often be of a much lower level than <br />the rest (as its rounding out your left over capacity)<br /> <br />* However, I believe this addresses the complaint of not being able to <br />fully utilize the capacity that is growing with each level.<br /> <br />Sorry this simple fix took so long. This should make what was a reduction <br />to low level warlords less impactful and once again mitigate the need to <br />find mud followers if you are just wanting to login for a quick spot of <br />low level XPing.<br /> <br />If I somehow broke it and now you get 4 level 10000 mercenaries please let <br />me know.<br />]]>
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<pubDate>Thu, 15 May 2025 23:28:28 PST</pubDate>
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<title>Wartime - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6712/board/changeboard</guid>
<description>
<![CDATA[I&apos;ve extended the time the mud will be up from 1 week to 3 - lag doesn&apos;t <br />seem to be a huge issue at the moment so I&apos;ll see how it goes<br />DP<br />]]>
</description>
<pubDate>Mon, 12 May 2025 11:04:36 PST</pubDate>
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<title>Equipment command - Disdain
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<guid isPermaLink="false">/rss/changeboard.php/id/6711/board/changeboard</guid>
<description>
<![CDATA[edited &apos;equipment&apos; command to not display shield slot when offwielding<br />]]>
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<pubDate>Sat, 03 May 2025 00:46:00 PST</pubDate>
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<title>Juggernaught - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6710/board/changeboard</guid>
<description>
<![CDATA[Greetings,<br /><br /><br />While i work out a potential bug that&apos;s been ongoing for some <br />juggernaughts, upgrades will be free for the forseeable future (as well as <br />downgrades)<br />]]>
</description>
<pubDate>Thu, 17 Apr 2025 04:41:28 PST</pubDate>
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<title>Cloak of The Dreaming - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6709/board/changeboard</guid>
<description>
<![CDATA[Greetings,<br /><br /><br />I fixed an edge case in the cloak where a certain subclass could dream <br />skills they weren&apos;t meant to. If it breaks elsewhere please let me know :)<br /><br /><br />~DP<br />]]>
</description>
<pubDate>Wed, 16 Apr 2025 06:40:22 PST</pubDate>
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<title>Aincrad - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6708/board/changeboard</guid>
<description>
<![CDATA[Faeriedragons will no longer spawn as bosses.<br />]]>
</description>
<pubDate>Fri, 11 Apr 2025 13:25:18 PST</pubDate>
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<title>Inventory changes - Sten
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<guid isPermaLink="false">/rss/changeboard.php/id/6706/board/changeboard</guid>
<description>
<![CDATA[Added some background stuff to the inventory function and also appended the <br />top information about current and max weight to the bottom of the <br />printout! People collecting tonnes of shit rejoice!<br />If something breaks ping my emotional support wizard Darkpoole or me.<br />XOX<br />]]>
</description>
<pubDate>Tue, 08 Apr 2025 12:14:02 PST</pubDate>
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<title>Auction House - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6705/board/changeboard</guid>
<description>
<![CDATA[Grand Re-Opening of the Auction House!<br />After much anticipation and a little help from those entrepreneurial <br />goblins over in Kyrse, we are thrilled to announce the re-opening of the <br />Auction House!<br /><br />Thanks to their clever expansion, the Auction House is now bigger and <br />better than ever! Come one, come all ? and get ready to bid on rare <br />treasures, magical artifacts, and legendary weapons like never before.<br /><br />Auctions are now fully automatic and will start every hour! That?s right ? <br />no more waiting around. Every hour, new items will be up for bid, so make <br />sure you don&apos;t miss out!<br /><br />Whether you&apos;re a seasoned bidder or a first-time visitor, exciting new <br />items await your eager hands.<br /><br />Please bug anything wrong to Darkpooles&apos; attention, and I&apos; make sure to <br />get it sorted.<br /><br />So what are you waiting for? Grab your bidding paddles and join us for the <br />next great auction event!<br /><br />The Auction House awaits your bid!<br /><br />Auctioneer<br />]]>
</description>
<pubDate>Fri, 04 Apr 2025 07:29:59 PST</pubDate>
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<title>More Breakthroughs with Gnomes! - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6704/board/changeboard</guid>
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<![CDATA[The Juggernaught?s Arsenal and Systems Receive Major Enhancements!<br />The Gnomes of Gnowhere have been at it again, working tirelessly alongside <br />the famed Gunslingers to fine-tune the Juggernaught?s already formidable <br />arsenal. After careful study and analysis, the Gnomes discovered that <br />firing missiles too rapidly could lead to catastrophic overheating?causing <br />the system to explode at the most inopportune moments. Never ones to shy <br />away from a challenge, they?ve engineered a &quot;cooldown system&quot; to regulate <br />missile fire, ensuring that the Juggernaught can unleash its firepower <br />without the risk of a fiery demise. Now, missiles will fire in quick <br />bursts, but only after allowing the system to cool down, preventing any <br />catastrophic failures in the heat of battle.<br /><br />But the Gnomes of Gnowhere didn?t stop there. They?ve turned their keen <br />eyes toward the salvage process, realizing that Juggernaughts can extract <br />fuel from the environment when salvaging for reactor components. With this <br />new functionality, you can now get additional fuel while salvaging, making <br />the Juggernaught even more self-sufficient and versatile on the <br />battlefield. No need to worry about running out of fuel?just look for the <br />salvageable materials scattered across the landscape and fuel up!<br /><br />Meanwhile, the Gnomes have taken a step further into the realm of dragons, <br />studying the mighty creatures to learn their secrets of flight. After many <br />long nights and intense trials, they?ve finally succeeded in incorporating <br />thrusters into the Juggernaught&apos;s design! These new thrusters provide <br />enhanced mobility, allowing Juggernaughts to maneuver swiftly through the <br />skies. Fuel is now more critical than ever, as it powers both the missile <br />system and the thrusters. Juggernaughts will need to manage their <br />resources wisely, balancing offensive capabilities with mobility and <br />ensuring they stay on top of the action.<br /><br />New Enhancements and Features:<br />Missile Cooldown System:<br /><br />Cooldown timer added to missile fire to prevent overheating.<br /><br />Fire missiles in bursts, ensuring no random explosions in the heat of <br />battle.<br /><br />Carefully manage your fire rate and cooldown to maximize missile <br />efficiency.<br /><br />Fuel Salvaging:<br /><br />Fuel can now be salvaged when scavenging for reactor components, ensuring <br />Juggernaughts can stay fueled up for longer engagements.<br /><br />Salvage materials efficiently to keep your fuel tanks full during combat.<br /><br />Thruster Integration:<br /><br />Thrusters are now part of the Juggernaught?s system, giving enhanced <br />mobility and the ability to fly through the air.<br /><br />Thrusters use fuel for operation, so manage it wisely for both movement <br />and missile fire.<br /><br />Looking Ahead?<br />The Gnomes of Gnowhere aren?t done yet. Their minds are always tinkering, <br />always seeking new ways to improve the Juggernaught. Expect even more <br />upgrades in the future that will further enhance firepower, mobility, and <br />self-sufficiency. Their work is far from over, and they assure us that <br />bigger and better things are on the horizon.<br /><br />So, as always, Juggernaughts, keep your missile systems in check, fuel <br />your engines, and keep an eye on that cooldown. The battlefield is <br />evolving, and with these new enhancements, you?ll be ready for anything <br />the world throws your way.<br />]]>
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<pubDate>Thu, 03 Apr 2025 03:25:58 PST</pubDate>
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<title>Gnomes Make Breakthrough with Missile Technology! - Darkpoole
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<![CDATA[The Gnomes of Gnowhere have been deep in consultation with the renowned <br />gunslingers, taking a special interest in their weaponry?particularly <br />their rifles. After months of intense tinkering and experimentation, the <br />Gnomes have managed to engineer a revolutionary new missile system for <br />Juggernaughts! While still in the early stages of development, they are <br />confident that the missiles will work flawlessly and bring devastating <br />firepower to the battlefield.<br /><br />But that&apos;s not all! The Gnomes have also made significant strides in the <br />Juggernaught upgrade system. They&apos;ve managed to increase the number of <br />available upgrades a Juggernaught can carry, allowing for even more <br />advanced modifications and customizations. The future of mechanized <br />warfare is looking brighter (and more explosive) than ever before!<br /><br />Stay tuned for further updates as the Gnomes continue their innovations!<br />]]>
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<pubDate>Tue, 01 Apr 2025 23:58:21 PST</pubDate>
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<title>ZAP - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6702/board/changeboard</guid>
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<![CDATA[Hello,<br /><br /><br /><br />I made some fun changes to zap, so now you can hunt wizards again xoxoxo - <br />GLHF<br /><br /><br />DP<br />]]>
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<pubDate>Tue, 01 Apr 2025 03:45:32 PST</pubDate>
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<title>Crusader - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6701/board/changeboard</guid>
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<![CDATA[Hello,<br /><br /><br /><br />Some feedback from Morgul that Crusader was feeling a bit squishy, so as a <br />test, I&apos;ve done some little tweaks to protection mark, and also noted that <br />Divine wrath couldn&apos;t be moddable, so I&apos;ve changed that as well for now. <br />Happy to receive more feedback!<br /><br /><br />DP<br />]]>
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<pubDate>Sun, 23 Mar 2025 05:18:30 PST</pubDate>
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<title>Jotun Boulders - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6700/board/changeboard</guid>
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<![CDATA[Hellooo,<br /><br /><br /><br />Boulders will now hopefully last up to 3 times longer before shattering <br />into a million pieces, and hurl has been increased slightly (25%)<br />]]>
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<pubDate>Sat, 22 Mar 2025 08:51:53 PST</pubDate>
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<title>Cleric2 - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6699/board/changeboard</guid>
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<![CDATA[Hello,<br /><br /><br /><br />Cleric2 is tentatively open for Playtesting for Patreon members.<br /><br /><br /><br />This is in an alpha style build, so each time you login, you&apos;ll have to <br />reselect your Deity/Domains and re-raise your skills, this&apos;ll change in <br />upcoming builds but for now it&apos;ll be a little annoying.<br /><br /><br /><br />A little Info.<br /><br /><br /><br /><br /><br />It&apos;s a wu-jenified style subclass, where you pick a Deity, and then sub <br />domains, there&apos;s no help files on them just yet, but there will be in the <br />coming days, but its basically all the clerics smooshed into one.<br /><br /><br />~DP<br />]]>
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<pubDate>Sat, 22 Mar 2025 01:02:17 PST</pubDate>
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<title>Arkady Buff Machine - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6698/board/changeboard</guid>
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<![CDATA[Hello,<br /><br /><br /><br />The effectiveness of the Buff machine has been halved and now has a <br />hardcap in its calculation. <br />With this, the prices will drop.<br /><br /><br />Also Changeling can&apos;t buy from it anymore being a prestige subclass.<br /><br /><br /><br />Also Berserker.<br /><br /><br />~DP<br />/.<br />]]>
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<pubDate>Thu, 20 Mar 2025 10:08:41 PST</pubDate>
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<title>New weapon features - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6697/board/changeboard</guid>
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<![CDATA[Similarly to recently added armour features, there are +magic, +religion <br />and +singing weapon features. Their weapon type restrictions should be <br />thematic, but in case I missed any crucial one(s), let me know.<br />]]>
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<pubDate>Mon, 17 Mar 2025 22:19:51 PST</pubDate>
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<title>Chaos (Surges) - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6696/board/changeboard</guid>
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<![CDATA[This slipped my mind. A couple of days ago I removed the teleport (moves <br />the victim, similar to recall) and force drop all chaos surges from the <br />gauntlet, mazes and Aincrad.<br />]]>
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<pubDate>Sun, 16 Mar 2025 16:21:32 PST</pubDate>
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<title>Re: Forge - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6695/board/changeboard</guid>
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<![CDATA[On Sat Mar 15 19:03:41 2025, Burlok wrote:<br />&gt; Greetings Denziens of Tsunami,<br />&gt;  <br />&gt; The forgers of the realm are often frustrated by their ability to make <br />&gt; items more powerful than they can wield. New forging techniques have <br />been <br />&gt; uncovered to alleviate this problem.<br />&gt;  <br />&gt; * I have made some changes to the wield check that will hopefully let <br />you <br />&gt; wield a weapon you forged.<br />&gt;  <br />&gt; * This might possibly require a reboot to fully proliferate.<br />&gt;  <br />&gt; * Out of concern for people creating an endless supply of the most <br />&gt; powerful weapons due to buffs I have placed a player-level based <br />soft-cap <br />&gt; in the forge skill. It is significantly higher than what you would <br />&gt; normally have through raising your skill plus a forge bonus but if you <br />are <br />&gt; undergoing lots of buffing to forge you may not forge items as mighty as <br /><br />&gt; before. This is intentional because wielding a mythic weapon generated <br />&gt; from a 500 forge skill at level 10 was not the goal of this change.<br />&gt; <br />I RECINDED this change because people expressed concerns over forge having <br />a soft-cap.<br /> <br />You can no longer wield weapons that you create which are too powerful for <br />you.<br /> <br />There is no longer a softcap.<br /> <br />]]>
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<pubDate>Sat, 15 Mar 2025 19:04:43 PST</pubDate>
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<title>Forge - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6694/board/changeboard</guid>
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<![CDATA[Greetings Denziens of Tsunami,<br /> <br />The forgers of the realm are often frustrated by their ability to make <br />items more powerful than they can wield. New forging techniques have been <br />uncovered to alleviate this problem.<br /> <br />* I have made some changes to the wield check that will hopefully let you <br />wield a weapon you forged.<br /> <br />* This might possibly require a reboot to fully proliferate.<br /> <br />* Out of concern for people creating an endless supply of the most <br />powerful weapons due to buffs I have placed a player-level based soft-cap <br />in the forge skill. It is significantly higher than what you would <br />normally have through raising your skill plus a forge bonus but if you are <br />undergoing lots of buffing to forge you may not forge items as mighty as <br />before. This is intentional because wielding a mythic weapon generated <br />from a 500 forge skill at level 10 was not the goal of this change.<br />]]>
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<pubDate>Sat, 15 Mar 2025 19:03:41 PST</pubDate>
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<title>Re: Enchanter delusion elixir - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6692/board/changeboard</guid>
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<![CDATA[On Thu Mar 13 20:07:37 2025, Sten wrote:<br />&gt; On Sat Mar 08 13:04:19 2025, Sten wrote:<br />&gt; &gt; Enchanter delusion elixir is no longer random. Brew will now take an <br />&gt; extra <br />&gt; &gt; argument when making delusion elixirs. Help skills brew to see the <br />list <br />&gt; of <br />&gt; &gt; available delusion types.<br />&gt; &gt; <br />&gt; &gt; Oh, and I lowered the cast time of brew from 3 to 2 rounds. ENJOY!<br />&gt; &gt; If something breaks ping me or send a bug &#x3C;3<br />&gt; &gt; <br />&gt; This change is now live, sorry about that. I addition, brewing a <br />delusion <br />&gt; with a specific effect will cost you twice the reagents. This is subject <br /><br />&gt; to change if it is being overly abused or makes enchanter easy mode.<br />&gt; If it bugs, blame me and then send me a tell.<br />&gt; &#x3C;3<br />&gt; <br />Just a couple of changes to this,<br />You can no longer stack fireshield &#x26; Dread, If you drink a dread potion <br />and you have fireshield, fireshield will automatically end and vice versa<br /><br /><br />Haste &#x26; Fortify potions are now limited to only 1 use at a time, you can <br />no longer stack them.<br /><br /><br />~DP<br />]]>
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<pubDate>Sat, 15 Mar 2025 03:31:31 PST</pubDate>
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<title>Re: Enchanter delusion elixir - Sten
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<guid isPermaLink="false">/rss/changeboard.php/id/6691/board/changeboard</guid>
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<![CDATA[On Sat Mar 08 13:04:19 2025, Sten wrote:<br />&gt; Enchanter delusion elixir is no longer random. Brew will now take an <br />extra <br />&gt; argument when making delusion elixirs. Help skills brew to see the list <br />of <br />&gt; available delusion types.<br />&gt; <br />&gt; Oh, and I lowered the cast time of brew from 3 to 2 rounds. ENJOY!<br />&gt; If something breaks ping me or send a bug &#x3C;3<br />&gt; <br />This change is now live, sorry about that. I addition, brewing a delusion <br />with a specific effect will cost you twice the reagents. This is subject <br />to change if it is being overly abused or makes enchanter easy mode.<br />If it bugs, blame me and then send me a tell.<br />&#x3C;3<br />]]>
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<pubDate>Thu, 13 Mar 2025 20:07:37 PST</pubDate>
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<title>Entsong - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6690/board/changeboard</guid>
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<![CDATA[Greetings Denziens of Tsunami,<br /> <br />The Ents of Tsunami have added a verse to their entsong. Now when nature <br />is aroused is shall be fully aroused!<br /> <br />* Ents have lost the song AWAKEN.<br />* The song ENTSONG should now confer all the properties of fully awakened <br />flora.<br />* The duration of arousal has been increased.<br />]]>
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<pubDate>Wed, 12 Mar 2025 23:16:30 PST</pubDate>
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<title>Clan Changes - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6688/board/changeboard</guid>
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<![CDATA[Berzerker is now -5% resistance (was -10% previously)<br />Masons no longer have a skill bonus for idling.<br />Masons still receive passive experience (faux-idle) but now their actual <br />idle time contributes to a global pool that will lead to a special event.<br />]]>
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<pubDate>Wed, 12 Mar 2025 18:26:39 PST</pubDate>
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<title>Gorgon and Ent - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6687/board/changeboard</guid>
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<![CDATA[Gorgon active gaze now drains every 3 rounds instead of every round.<br />Gorgon autofire and auto tail-strike should occur more frequently now.<br /><br />Ent WC has been increased slightly.<br />Ent AC has been increased moderately.<br />]]>
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<pubDate>Wed, 12 Mar 2025 17:12:22 PST</pubDate>
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<title>Wizard Tell&apos;s - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6686/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br /><br />Ever needed to get a wizards attention, but that wizard is idle and too <br />busy cheating on his player character to notice you?<br />If you now message that wizard, it will find their next available online <br />character and redirect the tell to them. You won&apos;t know who the online <br />character is but they&apos;ll receive the redirected tell and will be able to <br />ignore you on that player as well :)<br /><br /><br /><br />Just kidding, but really - Messaging a wizard will check to see if they <br />have a player online, and &quot;tells&quot; will redirect to their player character <br />as well as their wizard without notifying you which player they&apos;re on.<br /><br /><br /><br />~DP<br />]]>
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<pubDate>Mon, 10 Mar 2025 10:19:02 PST</pubDate>
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<title>Changes - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6685/board/changeboard</guid>
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<![CDATA[Medusa is now Gorgon. If you notice any issues let me know. You should be <br />able to log in to any old &quot;Medusa&quot; without any issue.<br /><br />Bonuses and penalties to combat should now be applying correctly and <br />display a full change under combat again. This includes things such as <br />sands for manticore, steed ride etc.<br />]]>
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<pubDate>Sat, 08 Mar 2025 17:12:53 PST</pubDate>
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<title>Enchanter delusion elixir - Sten
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<guid isPermaLink="false">/rss/changeboard.php/id/6684/board/changeboard</guid>
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<![CDATA[Enchanter delusion elixir is no longer random. Brew will now take an extra <br />argument when making delusion elixirs. Help skills brew to see the list of <br />available delusion types.<br /><br />Oh, and I lowered the cast time of brew from 3 to 2 rounds. ENJOY!<br />If something breaks ping me or send a bug &#x3C;3<br />]]>
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<pubDate>Sat, 08 Mar 2025 13:04:19 PST</pubDate>
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<title>Party Auto Split - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6683/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br /><br />Hopefully if I have done this correctly (will need feedback) - When you&apos;re <br />in a party and autosplit is turned on, when you go to sell your items you <br />shouldn&apos;t get 50,000 notifications of You split xyz coins with xyz. It <br />should now only give you the total at the end. Because that was laggy as <br />hell and I hated it so I changed it :)<br /><br /><br /><br />~DP<br />]]>
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<pubDate>Sat, 08 Mar 2025 12:30:43 PST</pubDate>
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<title>Changeling Custom Form - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6682/board/changeboard</guid>
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<![CDATA[Greetings!<br /><br />After some consideration, I&apos;ve decided to expand the custom form options <br />for Changelings. As the prestige class of the Fey Guild and true masters <br />of shapeshifting, it only makes sense that their custom form should have <br />access to the full pool of Fey Skills, Songs, and Prayers.<br /><br />I was instantly drawn to this idea (not sure why you&apos;d think otherwise), <br />but I also recognized a particular skill combination that would completely <br />break balance?so that specific combo is restricted. Aside from that, <br />Changeling Custom Form now has the freedom to craft the ultimate Fey <br />subclass in service to the Mother!<br /><br /><br />They also can now set their own custom title :) (length permitting)<br /><br /><br />~DP<br />]]>
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<pubDate>Sat, 08 Mar 2025 11:45:07 PST</pubDate>
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<title>Knights + Steeds - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6681/board/changeboard</guid>
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<![CDATA[Greetings Denziens of Tsunami,<br /> <br />I corrected a bug with spur. If you have not noticed it, great!<br /> <br />I also added the command KNIGHT to knights. This will let them see the <br />status of their ridden creature (or rider) without using the ride command <br />and using an action.<br />]]>
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<pubDate>Fri, 07 Mar 2025 21:36:22 PST</pubDate>
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<title>Cloak of Dreaming Update - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6680/board/changeboard</guid>
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<![CDATA[I&apos;ve made a small but important (to me) update to the Cloak of Dreaming <br />functionality.<br /><br />? Change: When using dream &#x3C;skill&gt;, the game will now check if you&apos;re <br />already dreaming that skill. If you are, nothing will change, and you&apos;ll <br />be notified instead of unnecessarily resetting the cloak.<br /><br />? Why? This prevents unnecessary removals and reapplications when <br />selecting the same skill, making the experience smoother for players.<br /><br />This was a change suggested by me, for me, and now you can benefit from my <br />laziness with command stacking.<br /><br />THank you!<br />]]>
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<pubDate>Thu, 06 Mar 2025 12:43:02 PST</pubDate>
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<title>War: Huh, Yeah. - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6679/board/changeboard</guid>
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<![CDATA[War votes (except for possibly this next one) will no longer occur as they <br />have in the past. The only &apos;vote&apos; that will occur will be the forced <br />reboot set every 7 days. This is (likely) temporary - but the random votes <br />are going away. A lever or something of the sort will be introduced - <br />though possibly not before &quot;voteable&quot; wars are moved to TWars. There will <br />also be a discussion about moving the 7 days reboot time, even if we need <br />to rotate it occasionally. Send any messages or suggestions to me. The <br />wartime command has been updated to reflect this.<br />]]>
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<pubDate>Wed, 05 Mar 2025 18:51:01 PST</pubDate>
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<title>Druid - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6678/board/changeboard</guid>
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<![CDATA[Druidic Rebalancing: The Wilds Grow Stronger<br /><br />The harmony between nature and battle continues to evolve, as the primal <br />forces of the Druid refine their arts. With these latest changes, the call <br />of the wild grows clearer, and their abilities become deadlier than ever.<br /><br />Cat<br />----<br />The wild hunters of the Druidic path have sharpened their claws and <br />embraced the instincts of the predator.<br /><br />Cat is now limited to:<br /><br />Amulet, Other, Eyewear, Cloak, Ring?only the essentials remain.<br />Natural Weaponry (Cat Claws!)?no need for blades when fangs are sharper.<br />Now a 1-round cast instead of 0 when shifting.<br />Cat Skills Adjustments:<br /><br />Lacerate now uses 50% Dexterity / 50% Constitution.<br />Rend now uses 50% Dexterity / 50% Constitution.<br />Now possesses Intimidate.<br />Should be slightly stronger than Bear.<br /><br />Bear<br />-----<br />The unstoppable force of the wild has been tempered, ensuring balance in <br />nature?s cycle.<br /><br />Bear is now limited to:<br /><br />Amulet, Other, Eyewear, Cloak, Ring?relying on natural endurance.<br />Natural Weaponry only?powerful strikes over steel.<br />Steelhide has had its potency halved?resilience remains, but now tempered.<br />Bears are now more intimidating?Intimidate has been added.<br />Now a 1-round cast instead of 0 when shifting.<br /><br />MoonWarden<br />----------<br />The celestial powers of the MoonWarden now function as they were always <br />intended, guiding their path under the night sky.<br /><br />MoonWarden Adjustments:<br /><br />Lunar Flame has been fixed to function properly as described in the help <br />file.<br />Now possesses Intimidate.<br />Now a 1-round cast instead of 0 when shifting.<br />Stat base when shifting is now:<br />50% Intelligence<br />25% Strength<br />25% Constitution<br /><br />The wild does not stand still, nor do its champions. Prepare yourselves.<br />]]>
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<pubDate>Tue, 04 Mar 2025 10:48:40 PST</pubDate>
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<title>Sandstorm - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6677/board/changeboard</guid>
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<![CDATA[Greetings,<br /> <br />Morgul had some feedback related to sandstorm. Recognizing that Manticore <br />is a class people want to love but often feels short and that sandstorm <br />doesnt do heaps of damage like tornado Ive changed a couple of things:<br />* Sandstorm will no longer debuff allies in your party.<br />* Sandstorm will no longer steal items, coins, and corpses weighing under <br />50 units.<br />]]>
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<pubDate>Sat, 01 Mar 2025 02:28:46 PST</pubDate>
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<title>Resting Steeds - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6676/board/changeboard</guid>
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<![CDATA[Greetings Denziens of Tsunami,<br /> <br />The Knights of Tsunami were jealous of the Warlords whose steeds and war <br />party have learned how to encamp and have determined that when they take a <br />break their steeds may take a break as well.<br /> <br /> <br />* The spur ability will now restore a measure of a ridden steeds sp. This <br />is to give them a few more casts before running dry if properly using <br />their entire kit.<br /> <br />* When a Knight rests their ridden steed (including MUD steeds) will also <br />rest. A Knight will continue to rest (even if fully healed) until his <br />steed is healed as well.<br /> <br />* Reminder: Steed Feed can be still purchased from the fighter guild and <br />placed in a steeds inventory which will cause them to eat-heals if you do <br />not like resting between combats.<br />]]>
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<pubDate>Thu, 27 Feb 2025 23:33:04 PST</pubDate>
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<title>Account Display Name - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6674/board/changeboard</guid>
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<![CDATA[As progress continues to the account singularity one new feature will be <br />the display name.<br /><br />With the amount of characters people have it can be hard to keep track. <br />Previous I implemented the channel dividers that display names like: <br />Raine|Starfall or whatever character you chose. It was never perfect, and <br />it wasn&apos;t intended to be &quot;long term&quot; either. Now live on the login menu <br />you can set a display name for your account. As various things are moved <br />over to those queries your account name will be displayed during various <br />communications. There will be a setenv implemented to opt-out of using a <br />display name on communications (also tell forwarding) but it will be PER <br />CHARACTER. So if you prefer to stay anonymous you will need to remember <br />this. I will be adding information about this to the appropriate help <br />files as well.<br /><br />The restrictions are the same as setting a main character is, however you <br />cannot delete a character for which your display name is currently set. If <br />you have any questions or comments, feel free to message me. <br />]]>
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<pubDate>Tue, 25 Feb 2025 16:20:39 PST</pubDate>
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<title>Druid Bear Form - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6673/board/changeboard</guid>
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<![CDATA[I&apos;ve made several improvements to Bear Form over the past few days to <br />address balance and functionality. Here?s what?s new:<br /><br />Bug Fixes &#x26; Adjustments:<br /><br />Fixed an issue where Feral Fury could cycle infinitely, leading to <br />unlimited damage.<br />Bear Form has been nerfed overall for better balance. (nerfs still may <br />come while I work out a nice balance)<br />New Skill: Pulverize<br /><br />A powerful attack that requires Steel Hide to be active before use.<br />Type help skills pulverize for more details.<br /><br />Steel Hide Adjustments:<br /><br />Now requires 5 combo points and 100 Energy to activate. (cooldown still <br />the same)<br /><br />Wild Howl Added to Bear Form<br /><br />A new ability that enhances feral combat.<br />These changes are aimed at refining Bear Form&apos;s mechanics while keeping it <br />effective. Let us know your feedback.<br /><br /><br /><br />Cat &#x26; Moonwarden are up on the cards over the next few days.<br /><br /><br />May The Cheating Be Ever In Your Favour.<br />~DP<br />]]>
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<pubDate>Tue, 25 Feb 2025 12:34:42 PST</pubDate>
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<title>Changeling, Wu-Jen - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6671/board/changeboard</guid>
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<![CDATA[Changelings will now auto-offer heads upon beheading. Saves the object <br />clones.<br /><br />Wu-jen who decide to take a more melee-based approach now receive melee <br />specific bonuses upon learning those skills.<br />]]>
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<pubDate>Thu, 20 Feb 2025 14:50:07 PST</pubDate>
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<title>Strategic Assault - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6670/board/changeboard</guid>
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<![CDATA[Greetings Denziens of Tsunami,<br /> <br />Warlords realize that battle is a fluid affair. As they constantly adjust <br />and maneuver their army with strategic strikes they can eventually work <br />them into perfect positioning for a strategic assault to overwhelm their <br />foes.<br /> <br />Warlords have gained the ABILITY called STRATEGIC ASSAULT.<br /> <br />I have additionally removed the sp regen from speech because the other <br />changes I have made should supply the warparty with steady (but not <br />necessarily inexhaustable) sp.<br /> <br />This is the last change I was anticipating making to WARLORDS but welcome <br />constructive feedback.<br /> <br />The GOAL of these changes was to smooth out their playstyle and have the <br />warlord take a more active part in combat.<br /> <br />I think most people also realized the class was very powerful (yet very <br />annoying to play). With the contract upkeep I added a year ago and the <br />recent changes it should be more friendly for folks who want a <br />follower-based class.<br />]]>
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<pubDate>Tue, 18 Feb 2025 01:19:47 PST</pubDate>
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<title>Warlords / Strategic Strike - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6669/board/changeboard</guid>
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<![CDATA[Greetings Denziens of Tsunami,<br /> <br />The Warlords of Tsunami have grown tired of sitting watching their armies <br />do all the work and wish to assist.<br /> <br />* ENLISTED npcs now take some additional PENALTIES because working as one <br />unit can be difficult.<br />* The NUMBER of ENLISTED NPC LEVELS has been changed from level * 3 to a <br />scaling amount that will eventually reach level * 3. This is because for <br />much of the early game warlords could have 3 to 6 npcs which seemed <br />excessive.<br /> <br /> <br />* WARLORDS NOW HAVE AN ACTIVE SKILL<br /> <br />* Warlords have gained STRATEGIC STRIKE.<br />-If not in combat the warlord initiates a SURPRISE ATTACK and the skill is <br />instant.<br />-If in combat the skill takes 2 rounds to wind up and provides a basic <br />attack with a small bonus.<br />-A squire is always watching their Warlord and will seize upon the <br />strategic strike to do an attack of their own.<br />-A strategic strike can make the entire unit more cohesive for a few <br />rounds somewhat decreasing their enlistment penalties. (see first *)<br /> <br />-A strategic strike will replenish 10% of each enlistees sp.<br /> <br />BONUS CHANGE<br />-When a Warlord and his unit kill a mob the enlistees replenish a measure <br />of sp based upon the opponents level.<br />-An enlisted person has a chance each round to gain a small amount of sp.<br /> <br />--This amount is substantially less in war.<br />]]>
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<pubDate>Sun, 16 Feb 2025 21:15:47 PST</pubDate>
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<title>Changeling AI - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6668/board/changeboard</guid>
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<![CDATA[Someone pointed out that Changeling AI wasn&apos;t working correctly, I fixed <br />the numerous issues they had, and even fixed some typos &quot;ie do immloate&quot; <br />So they should be fun to kill now if you run into them :)<br /><br /><br />~DP<br />]]>
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<pubDate>Sun, 16 Feb 2025 12:33:40 PST</pubDate>
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<title>Warlords and Weaponskills - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6667/board/changeboard</guid>
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<![CDATA[Greetings Denziens of Tsunami,<br /> <br />This probably could have been included in the previous post BUT:<br />* Warlords no longer have a penalty to weapon skills.<br />* Warlords now have a significant penalty to their melee weapon damage <br />INSTEAD of the weapon skill penalty (this is overall a reduction).<br />* SQUIRES will offset this penalty based on your SQUIRE SKILL and can even <br />move it far enough to be a BONUS .... but not for a long time.<br />]]>
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<pubDate>Fri, 14 Feb 2025 23:24:09 PST</pubDate>
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<title>Squire - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6666/board/changeboard</guid>
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<![CDATA[The Warlords of Tsunami were dissatisfied with the services of their <br />squires. It would seem their skill points did nothing to enhance them in <br />any way whatsoever. As such they have implemented a new training program <br />to care for their equipment, sell their loot, and attack with more <br />determination.<br /> <br />* SUMMONING a SQUIRE is now a 1 ROUND skill (was 3).<br />* A SQUIRE will NO LONGER ATTACK in the conventional way.<br />* A SQUIRE can NO LONGER fsharpen weapons.<br /> <br />The following effects are active if your squire is in the room with you:<br />-EFFECTS scale with SQUIRE SKILL and are meant to simulate them taking <br />care of your equipment:<br />* Your WEAPON will have a SLIGHTLY HIGHER WC.<br />* Your ARMOR will give slightly more AC.<br />(NOTE: The WC boost does not currently show up on the equipment command <br />but it is working)<br /> <br />The following COMMAND has been added to squires:<br />SQUIRESELL will send your squire to the store to sell all of its carried <br />items and return the gold to you.<br /> <br />The following FEATURES have been added to the SQUIRE<br />* A squire now has a chance each round to do an ATTACK based on your <br />SQUIRE SKILL.<br />* This CHANCE INCREASES SLIGHTLY as you GAIN HERO LEVELS.<br />* Your knapsack bonus carry is now added to your squires carry. <br />Effectively allowing them to be a knapsack.<br /> <br />]]>
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<pubDate>Fri, 14 Feb 2025 23:16:47 PST</pubDate>
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<title>In the spirit of Valentine&apos;s - Party change test - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6665/board/changeboard</guid>
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<![CDATA[Running a live test to see how it works out for the event(s) this weekend. <br />The level restriction gap (5 levels+/-) for parties has been removed. Also <br />temporarily Shaolin can party - until Sunday.<br />]]>
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<pubDate>Fri, 14 Feb 2025 00:36:09 PST</pubDate>
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<title>Speech - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6664/board/changeboard</guid>
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<![CDATA[I&apos;m testing out a feature on speech that was submitted by Araphor, I&apos;ve <br />updated the helpfile accordingly but TL;DR - When out of combat while they <br />are speeched, they will be more inspired to regen sp!<br /><br /><br />Live Laugh Cheat DP<br />]]>
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<pubDate>Sun, 09 Feb 2025 08:58:36 PST</pubDate>
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<title>Bard - Inspire - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6663/board/changeboard</guid>
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<![CDATA[The messages for inspire will now only appear when you are initially <br />inspired. You will no longer get the &quot;You suddenly feel INSPIRED!&quot; a bunch <br />of times as the buff ticks up. The &quot;you feel slightly depressed&quot; message <br />will also now appear 25% less often. <br />]]>
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<pubDate>Fri, 07 Feb 2025 14:48:02 PST</pubDate>
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<title>Undead Follower Ring Thing - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6662/board/changeboard</guid>
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<![CDATA[I changed the short on them so you&apos;ll be able to work out what npc it is. <br />It&apos;ll now display OWNER&apos;s Undead SUBCLASS Follower. No one asked for it <br />but i did it anyway :)<br /><br />Live Long and Cheat<br />DP<br />]]>
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<pubDate>Thu, 06 Feb 2025 09:57:53 PST</pubDate>
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<title>Warlord Command - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6661/board/changeboard</guid>
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<![CDATA[Greetings Denziens of Tsunami,<br /> <br />Based on feedback I have migrated the option for STATUS from DO COMMAND to <br />the new command WARLORD.<br /> <br />This will let you see your enlistees status without executing a skill (and <br />breaking rest).<br /> <br />The command WARLORD has options WARLORD SUMMARY and WARLORD STATUS.<br /> <br />Summary will demystify what levels you can recruit and how many recruits <br />you can have.<br /> <br />Great feedback. Keep the ideas coming!<br />]]>
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<pubDate>Tue, 04 Feb 2025 22:57:55 PST</pubDate>
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<title>Resting Enlisted - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6660/board/changeboard</guid>
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<![CDATA[There was an issue where npcs would try to do skills while resting which <br />would cause them to continually break rest as they follow their buffing / <br />skill logic.<br /> <br />I *THINK* I have disabled enlisted npcs from attempting to do skills while <br />resting.<br /> <br />This could have some weird unintended effects. Let me know if this is the <br />case.<br />]]>
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<pubDate>Tue, 04 Feb 2025 02:59:39 PST</pubDate>
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<title>Warlord MERCENARIES - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6659/board/changeboard</guid>
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<![CDATA[Greetings Denziens of Tsunami,<br /> <br />The Mercenaries of Tsunami have decided to make themselves more available <br />to warlords. Why only go to war when police actions are also profitable?<br /> <br />I have made some changes to enlist:<br />I removed DO ENLIST WAR.<br />I have added DO ENLIST MERC.<br /> <br />A MERC costs more than tracking down a recruit and hiring them yourself.<br />A MERC is pulled from a narrow pool of classes.<br />A MERC will be LEVEL APPROPRIATE but their LEVEL may vary SLIGHTLY.<br /> <br />It will always be cheaper (but not necessarily easier) to find your own <br />war party which you can tailor to the warlord meta.<br /> <br />But for those warlords who just want to login and play there is now a <br />viable option.<br /> <br />BONUS CHANGE<br />In addition to MERCS costing more the BASE FEE for ALL enlistees has <br />increased.<br />Your skill level will now DECREASE that fee. It can be decreased to be <br />LESS THAN then increase I just made but never free.<br /> <br />NOTE: Your skill level will now impact DURATION and COST. Previously ... <br />it didnt do very much at all.<br />]]>
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<pubDate>Tue, 04 Feb 2025 00:47:34 PST</pubDate>
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<title>Dream Fragments - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6658/board/changeboard</guid>
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<![CDATA[I have re-enabled the fragments command and they are spendable again. They <br />function like before, not account-wide yet. There&apos;s more testing to do for <br />the account-wide version than I had initially hoped so for now go crazy <br />with the character-based shards. Also, when the switch does happen, people <br />who had shards previously will be compensated at a rate to be determined <br />later. Should be live now, let me know if there&apos;s any issues.<br />]]>
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<pubDate>Mon, 03 Feb 2025 17:56:50 PST</pubDate>
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<title>Warlords/Encapment - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6657/board/changeboard</guid>
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<![CDATA[The Warlords of Tsunami may easily rest but their troops .... not so much. <br />How many campaigns have they lost sitting by a campfire waiting for their <br />troops to heal?<br /> <br />In an effort to bring some QoL to Warlords especially given the advent of <br />REST, I have recoded encampment as an ability.<br /> <br />Encapment is very similar to rest.<br /> <br />When a Warlord rests their war party will attempt to rest as well IF they <br />are in the same room.<br /> <br />A Warlord will continue resting (even if full) until their warparty is <br />fully healed as well.<br /> <br />Let me know if anything is wacky.<br />]]>
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<pubDate>Sun, 02 Feb 2025 22:44:21 PST</pubDate>
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<title>Combat calculation update. - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6656/board/changeboard</guid>
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<![CDATA[I have made some minor changes to the combat formulas. When I say minor you <br />honestly shouldn&apos;t see a variance higher than +/-10 for players. NPCs <br />however are going to have slightly lower combat, the end result should be <br />relatively zero noticable change. However things aren&apos;t always perfect so <br />if something weird crops up send me a message.<br />]]>
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<pubDate>Sun, 02 Feb 2025 16:51:19 PST</pubDate>
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<title>Magic slot machine update - Disdain
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<guid isPermaLink="false">/rss/changeboard.php/id/6655/board/changeboard</guid>
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<![CDATA[fixed issue where players could not &apos;read paytable&apos;<br />tweaked max press values, equipment generated should be level matched on <br />&apos;press max&apos;<br />of note: level 7 and 17 gear does not generate due to something in the <br />generator code.<br />as such, max press will result in level 6 and 16 gear respectively.<br />please report if you notice any issues<br />thank you,<br />Disdain<br />]]>
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<pubDate>Fri, 31 Jan 2025 00:24:46 PST</pubDate>
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<title>Gravemeld - Burlok
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<![CDATA[The adventurer moved cautiously through the abandoned manor his torch unlit <br />for fear of disturbing the resting dead who were rumored to reside within.<br /> <br />The hero crept through the swamp wary of the watery-dead who were said to <br />dwell beneath the surface of the fetid water.<br /> <br />CHANGE: You can now gravemeld in all environments.<br />]]>
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<pubDate>Fri, 24 Jan 2025 22:02:21 PST</pubDate>
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<title>Re: GMCP Communication - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6652/board/changeboard</guid>
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<![CDATA[On Sat Jan 18 11:43:58 2025, Darkpoole wrote:<br />&gt; GMCP communication is now enabled under the communication package. It <br />&gt; currently works for Say/Tells. Chat is on the menu as well.<br />&gt; <br />&gt; <br />&gt; <br />&gt; ~DP<br />&gt; <br />In the process of doing this I acccidentally kicked everyone off the <br />channels, so you&apos;ll hagfeve to rejoin<br />]]>
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<pubDate>Thu, 23 Jan 2025 00:47:00 PST</pubDate>
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<title>Armour features - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6651/board/changeboard</guid>
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<![CDATA[There are 3 new generated armour features:<br /> + magic<br /> + religion<br /> + singing.<br />]]>
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<pubDate>Mon, 20 Jan 2025 14:48:57 PST</pubDate>
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<title>Tsunami Meeting 2025 - Core Skills -&gt; Abilities - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6650/board/changeboard</guid>
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<![CDATA[The core skills of combat, religion, magic, singing and quintessence are <br />all now abilities. They will function the same as before, you just won&apos;t <br />have to spend experience on them. You should also receive any experience <br />you had spent on them back to spend on something else. Any issues let me <br />know.<br />]]>
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<pubDate>Sun, 19 Jan 2025 20:28:43 PST</pubDate>
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<title>Magic slot machine - Disdain
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<guid isPermaLink="false">/rss/changeboard.php/id/6649/board/changeboard</guid>
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<![CDATA[The machine has been updated<br />read the sign!<br /><br />chances have changed.<br />war token chances have increased.<br />&quot;skull&quot; chances have increased<br />symbol names have changed<br />-Disdain<br />]]>
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<pubDate>Sun, 19 Jan 2025 01:31:53 PST</pubDate>
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<title>GMCP Communication - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6648/board/changeboard</guid>
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<![CDATA[GMCP communication is now enabled under the communication package. It <br />currently works for Say/Tells. Chat is on the menu as well.<br /><br /><br /><br />~DP<br />]]>
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<pubDate>Sat, 18 Jan 2025 11:43:58 PST</pubDate>
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<title>Swashbucker Lunge + Weapon Procs - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6647/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />The Swashbuckler lunge skill will now honor on-hit weapon mods<br />as other weapon skills do.  In other words, vampiric weapons<br />will steal life, venom weapons have a chance to apply DoT<br />poison, etc.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Wed, 15 Jan 2025 19:52:05 PST</pubDate>
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<title>Gravemeld - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6646/board/changeboard</guid>
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<![CDATA[Greetings Denziens of Tsunami,<br /> <br />Despite their appetite for corpses and the healing they receive from <br />harming the living those undead who often dwell in graves have often felt <br />sad about how slowly their graves heal them. The zombies and vampires of <br />Tsunami have petitioned the dark gods to give them greater passive <br />recovery and their wish has been granted although they have lost some <br />benefits they enjoyed in the past.<br /> <br />* I have rewritten gravemeld to essentially mirror rest.<br /> <br />* For FLAVOR while gravemelding you will look like a grave but the <br />mechanics of digging each other up and taking a while to awaken is no <br />more. The grave piece is now purely cosmetic.<br /> <br />* A ZOMBIE will still recover its hunger while gravemelding and regrow its <br />limbs.<br /> <br />* A VAMPIRE will be immune to the sun while gravemelding.<br /> <br />* Both VAMPIRES and ZOMBIES will continue to rest even if HP and SP are <br />full and will not leave this state until they move / awake / use a skill / <br />break rest.<br /> <br />* ANYONE who is resting but has full hp / sp and is simply enjoying their <br />nap will not have a stat penalty (this is a change from a few months ago <br />but a reminder) once their hp and sp is full.<br /> <br /> <br />NOTE: There may be a little jank. Let me know if any jank and Ill see look <br />at fixing. I think any jank will just be cosmetic.<br />]]>
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<pubDate>Sun, 12 Jan 2025 22:58:44 PST</pubDate>
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<title>Re: Houses - Lockers / Safes - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6645/board/changeboard</guid>
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<![CDATA[On Sat Jan 11 19:06:11 2025, Raine wrote:<br />&gt; When you purchase a house, you will now be able to buy lockers and safes <br /><br />&gt; immediately to get 10 free lockers and 3 free safes. If you are <br />currently <br />&gt; under either of those numbers in your house, buying one (then the other) <br /><br />&gt; will update your available slots appropriately for free. If there are <br />any <br />&gt; issues let me know.<br />&gt; <br />If for some reason they don&apos;t automatically work, typing &quot;contents&quot; should <br />fix the safes, and &quot;list&quot; should fix the lockers.<br />]]>
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<pubDate>Sat, 11 Jan 2025 19:18:51 PST</pubDate>
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<title>Houses - Lockers / Safes - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6644/board/changeboard</guid>
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<![CDATA[When you purchase a house, you will now be able to buy lockers and safes <br />immediately to get 10 free lockers and 3 free safes. If you are currently <br />under either of those numbers in your house, buying one (then the other) <br />will update your available slots appropriately for free. If there are any <br />issues let me know.<br />]]>
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<pubDate>Sat, 11 Jan 2025 19:06:11 PST</pubDate>
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<title>Tsunami 2025 Meeting - House Taxes - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6643/board/changeboard</guid>
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<![CDATA[House taxes have been reduced across the board. Here is the before and <br />after output from my own personal house.<br /><br />taxes<br />Tax of 25,000 for 50 safe slots.<br />Tax of 13,250 for 53 lockers.<br />Tax of 3,750 for 5 guest list entries.<br />Tax of 1,500 for 3 safe list entries.<br />Tax of 1,000 for 4 locker list entries.<br />Tax of 750 for 3 extra guards.<br />Tax of 1,000 for 4 subclassed guards.<br />Tax of 64,500 for 60 guard advancements.<br />Base tax of 0 on lot.<br />The taxes on your house are 110,750 gold dinars per day.<br />&gt;<br />reload house_d<br />house_d: Reloaded.<br />reload house<br />house.c: Reloaded.<br />&gt;<br />taxes<br />Tax of 11,750 for 47 safe slots.<br />Tax of 4,300 for 43 lockers.<br />Tax of 1,250 for 5 guest list entries.<br />Tax of 750 for 3 safe list entries.<br />Tax of 1,000 for 4 locker list entries.<br />Tax of 750 for 3 extra guards.<br />Tax of 400 for 4 subclassed guards.<br />Tax of 43,000 for 60 guard advancements.<br />Base tax of 0 on lot.<br />The taxes on your house are 63,200 gold dinars per day.<br /><br />If there are any issues let me know. Should be live for everyone.<br />]]>
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<pubDate>Sat, 11 Jan 2025 19:04:51 PST</pubDate>
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<title>Pillaging - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6642/board/changeboard</guid>
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<![CDATA[Greetings denziens of Tsunami,<br /> <br />Several natives have delighted in actively murdering worthy foes and <br />gaining great power over pillaging villages without ever attacking. <br />However, the demigods of pillage have noted that the power granted can be <br />maintained too easily and so have placed greater requirements upon <br />pillagers.<br /> <br /> <br />Ive reviewed some information related to those who are pillaging and had <br />some people ask some very good questions about the intended playstyle.<br /> <br />GOAL: To create a system of &quot;intense grind&quot; where players who love <br />rampaging will get increasing rewards for as long as they can maintain <br />activity. This was never intended to be a continuous buff and breaks from <br />play were intended to reset the power level.<br /> <br /> <br />-=Changes=-<br />* The amount of &quot;extra time&quot; a player gets before pillage levels decrease <br />per hero level has been decreased from 3 rounds to 1 round. Upon release <br />it was 0 rounds and was changed based upon feedback and is now being <br />changed again based upon seeing the impact the change created.<br /> <br /> <br />* The cap on pillage levels was spread out a bit more. Levels will now <br />scale to level 30 rather than level 26.<br /> <br />* MOST IMPORTANTLY: I am tagging mobs which due to quests or other <br />circumstances as INVINCIBLE in a way that the pillage code (and other <br />future code) can reference. You cannot maintain pillaging by attacking an <br />invincible mob (this was a cool exploit) but can keep your pillaging level <br />by attacking non-worthy foes. So theres still room for cheese.<br />** I will be tagging mobs as invincible without notice on this board. The <br />Orc King if you are not wielding the orc slayer is the first victim and <br />more will come. <br />]]>
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<pubDate>Sat, 11 Jan 2025 17:11:22 PST</pubDate>
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<title>Heroes Inn and Apoc War - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6641/board/changeboard</guid>
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<![CDATA[Both updated to be a little bit more in line with current status of the <br />game.<br />Please bug anything unusual in there. Thanks.<br />]]>
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<pubDate>Wed, 08 Jan 2025 22:54:21 PST</pubDate>
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<title>Random Weapon Loot - New Damage Types - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6640/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />What seems like a bug or oversight has been addressed regarding<br />the damage types that can be rolled on randomly generated<br />loot weapons.  We had code in place to produce weapons that<br />had chaos, acid, petrify, magic or unholy damage types, but they<br />were never being rolled due to a particular parameter set on<br />each one that somehow blocked their inclusion in the array of<br />possible damage types.  They should now appear from time to<br />time, but it may take a reboot for this to begin happening.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Wed, 08 Jan 2025 19:08:40 PST</pubDate>
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<title>Armour - Reflection and Extra AC mods - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6639/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />An oversight has been fixed with randomly generated armours that happened <br />to <br />have both &quot;reflection&quot; and any sort of extra damage type AC (i.e. <br />antidotes, <br />cooling, warmth, etc).  The &quot;reflection&quot; attribute prevented the extra AC <br />from<br />ever being granted, thus making those extra AC mods worthless.  This has <br />been <br />resolved, but it might take a reboot before it takes effect for all armour <br />types.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Wed, 08 Jan 2025 18:48:20 PST</pubDate>
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<title>Weapon Feature - Shadow - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6638/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />There was a bug in our random weapon generator code that prevented<br />a particular feature from ever appearing on weapons that NPCs might<br />drop as loot: shadow.  Shadow is similar to soul-sucking, except<br />it doesn&apos;t steal the SPs from the target, but just gives you SPs<br />whenever you hit a target in combat.  It also makes the weapon&apos;s<br />damage type be drain.  Anyhow, the bug preventing this feature<br />from appearing has been fixed, so you might start seeing it from<br />time to time.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Wed, 08 Jan 2025 13:34:25 PST</pubDate>
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<title>Spear of Sorrow - Joshua
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<guid isPermaLink="false">/rss/changeboard.php/id/6637/board/changeboard</guid>
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<![CDATA[<br />This was changed AWHILE back so that it couldn&apos;t be wielded.  Now it can, <br />and has a hidden bonus!<br />]]>
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<pubDate>Sun, 05 Jan 2025 03:19:59 PST</pubDate>
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<title>Shikaku Attacking + Toughness - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6636/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />An ancient bug in Shikaku has been fixed that allowed the subclass<br />to use its base combat for calculating its attacking and toughness<br />skills.  This was a copy-paste error and has been corrected.  Also,<br />the Shikaku actually lacked the attacking skill all together (despite<br />inadvertently &quot;having&quot; it behind the scenes due to it using combat<br />for calculating multiple combat hits instead), so it has now been <br />given it explicitly.  A side effect of resolving this bug is that,<br />unfortunately, the Shikaku&apos;s toughness will drop slightly.  If this<br />turns out to be a massive problem, we can make other changes to try<br />to compensate for it.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Thu, 02 Jan 2025 14:41:34 PST</pubDate>
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<title>Shikaku Kenbatso/Hoden + Weapon Mods - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6635/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />The kenbatso and hoden Shikaku skills now have a chance to <br />trigger certain &quot;on-hit&quot; mods that their wielded weapons<br />might have, such as &quot;of venom&quot;, &quot;keen&quot;, etc.  This was<br />changed to align these weapon skills with the<br />functionality of other existing weapon skills, such as<br />critical, sweep, whirlwind, swipe, etc.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Wed, 01 Jan 2025 16:10:48 PST</pubDate>
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<title>Mason Guild Idle Bonus - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6634/board/changeboard</guid>
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<![CDATA[It&apos;s pretty devastating to lose 40 hours of idle time to a disconnect you <br />had no control over. The bonus has been changed to allow 20% of the bonus <br />accrued to be account-wide over a slightly longer period of time. <br />Effectively if you were idling and getting the full bonus before, all that <br />is different now is that if you get DC&apos;d or change characters you&apos;ll still <br />retain 20% of the bonus once you&apos;ve been logged on for the appropriate <br />length of time.<br /><br />With this change, I am looking for suggestions about the Berzerker clan <br />(or any other, but I think Berzerker probably needs addressed the most) <br />and their bonuses/negatives that will make them more appealing to bring <br />them in line with recent changes to other clans. Please send me a DM if <br />you have an interesting suggestion.<br />]]>
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<pubDate>Thu, 26 Dec 2024 16:40:13 PST</pubDate>
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<title>Dominate/Beguile/Bid and drop - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6633/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />A nasty exploit was reported that allowed skills like <br />dominate, beguile and bid to be used to make an NPC drop<br />everything in their inventory.  This has been fixed.<br />Please let me know if you know of or discover any other<br />cheeses with skills such as these.  Reporting them will<br />be rewarded with exp.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Sat, 21 Dec 2024 13:01:04 PST</pubDate>
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<title>Equipment Weight - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6632/board/changeboard</guid>
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<![CDATA[Are you a strength-challenged magic user with dreams of stomping around in <br />heavy armour? Are you a swole beefcake mega-monster that is obsessed with <br />gains and have more strength than Strengthy McStrengthface but you can&apos;t <br />carry both your heavy AF weapon AND all the protein needed to sustain your <br />incredible bulk? Well this post is for you because after the next reboot <br />worn armour and weapons will weigh 0 _WHILE WORN/WIELDED_ - this means you <br />can sport a full set of equipment without concerns of breaking the carry <br />bank! This is more in-line with games like Diablo, where the equipment is <br />moved from your limited inventory into slots. If anyone notices any issues <br />let me know. <br />]]>
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<pubDate>Thu, 19 Dec 2024 18:32:47 PST</pubDate>
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<title>Berserker Embolden + Intimidate - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6631/board/changeboard</guid>
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<![CDATA[Zerklings,<br /><br />The embolden skill no longer gives a bonus to rest and instead<br />grants a bit of intimidation resistance.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Mon, 16 Dec 2024 10:38:49 PST</pubDate>
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<title>Santa is now spreading cheer! - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6630/board/changeboard</guid>
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<![CDATA[You may now hug Santa which will spread his holiday spirit to you, <br />inspiring you for the trials that which await! Every 30 minutes when he is <br />hugged he will instead do a MUD-wide spreading of cheer. But don&apos;t worry <br />if you missed that, because you can always hug him again to receive the <br />buff for yourself. Happy holidays!<br />]]>
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<pubDate>Sat, 14 Dec 2024 15:54:03 PST</pubDate>
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<title>Vampire Mez Unwield - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6629/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />Vampire mesmerize &quot;unwield&quot; is now treated as a form of disarm, though<br />not as effective as the actual disarm skill in terms how long rewielding<br />is blocked.  As a result, NPCs will no longer immediately rewield when <br />commanded to unwield.  Previously this resulted in them never actually <br />being affected by the unwield, as the rewield happened so fast that <br />they would not miss any combat rounds with the weapon.  This seemed <br />like a bug to me, as otherwise this use of mesmerize seemed useless <br />against mobs.  If enough people disagree, I&apos;ll change it back.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Fri, 13 Dec 2024 12:30:21 PST</pubDate>
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<title>SNIPE - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6628/board/changeboard</guid>
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<![CDATA[Based on player feedback I have somewhat decreased the likelihood of mobs <br />finding their sniper.<br /> <br />Previously there was a 1 in 24 chance of your prey attempting to locate <br />you and each successful snipe increased the chance (1 in 22, 1 in 20, 1 in <br />18) until they sought you out.<br /> <br />There is now a 1 in 25 chance and each snipe is not necessarily as <br />impactful in increasing the chance.<br /> <br />Recognizing that mob HP gets really high later on there is also a chance, <br />increasing based upon your hero level, that your snipe will not increase <br />their concern / trigger their ability to find you.<br /> <br />This is a temporary hack. Some folks gave some pretty good ideas (some <br />more time consuming to implement than others) in chat today.<br />]]>
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<pubDate>Tue, 10 Dec 2024 23:47:32 PST</pubDate>
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<title>Inventory Command - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6627/board/changeboard</guid>
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<![CDATA[The inventory command now has the weight display in the title bar. I also <br />removed some unnecessary spacing to make it look a bit more compact. If <br />people don&apos;t like it it can be changed again. <br />]]>
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<pubDate>Sat, 07 Dec 2024 08:07:05 PST</pubDate>
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<title>Spider - Weave (Room) - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6626/board/changeboard</guid>
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<![CDATA[Spider webs in rooms will now correctly be flagged as an ally to party <br />members of the spider now.<br />]]>
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<pubDate>Sat, 07 Dec 2024 07:42:42 PST</pubDate>
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<title>Repeat (command) - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6625/board/changeboard</guid>
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<![CDATA[Suggestion #15174 from Telcontar (Sten) has now been implemented.<br /><br />Repeat now accepts the -s and -q flags. They both do the same thing, which <br />is suppress the &quot;repeating: &#x3C;command&gt;&quot; message. To simplify this so it <br />_always_ suppresses just use: alias account repeat repeat -s<br />]]>
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<pubDate>Sat, 07 Dec 2024 07:29:45 PST</pubDate>
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<title>Spider - Cocoon + Toxin - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6624/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />A cheese has been removed in the Spider spin skill&apos;s cocoon<br />logic that allowed the cocoon to start taking effect but<br />left the target continuing to take DoT from toxin if any<br />happened to be active.  This left the target unable to act<br />but they would still be taking the toxin damage, which is<br />not what was intended.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Sun, 01 Dec 2024 14:12:23 PST</pubDate>
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<title>Ghoul Organs - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6623/board/changeboard</guid>
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<![CDATA[I&apos;ve increased the timer on butcher organs to 30 rounds (I think)<br />and also added a &quot;do butcher all&quot; which will butcher everything in the <br />room.<br /><br /><br />If its too overpowered I&apos;ll adjust accordingly.<br /><br />~DP<br />]]>
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<pubDate>Sun, 01 Dec 2024 07:55:49 PST</pubDate>
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<title>Spider - Cocoons - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6622/board/changeboard</guid>
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<![CDATA[They now decay slower (240 seconds -&gt; 300 seconds per decay tick.)<br />Their weight has been reduced at base, and may still need adjusting.<br />Cocoons no longer go dry temporarily. If this becomes an issue it will be <br />re-enabled.<br />]]>
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<pubDate>Sun, 01 Dec 2024 01:21:22 PST</pubDate>
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<title>Spider - Weave - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6621/board/changeboard</guid>
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<![CDATA[You can now weave in combat. If it becomes to absurd adjustments will be <br />made.<br />]]>
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<pubDate>Sun, 01 Dec 2024 01:01:55 PST</pubDate>
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<title>Hearthstone Addendum the Third. - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6620/board/changeboard</guid>
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<![CDATA[The hearthstone help file at &apos;help hearthstone&apos; has been updated with some <br />juicy new information. Message me if you notice any errors~<br />]]>
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<pubDate>Fri, 29 Nov 2024 01:26:34 PST</pubDate>
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<title>Ring of the undead - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6619/board/changeboard</guid>
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<![CDATA[Max level of an undead follower spawned by the ring of the undead now <br />follows other follower standards.<br />]]>
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<pubDate>Tue, 26 Nov 2024 11:05:25 PST</pubDate>
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<title>Undead Orc Corpseheal - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6618/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />There was a bug in corpseheal logic for Undead Orcs such that<br />it would use the Orc&apos;s corpseheal instead of the Undead<br />version whenever you ate a corpse.  The Undead corpseheal is<br />better than the Orc one, hence you were disadvantaged just by<br />having chose to be an Undead Orc.  It now correctly defers<br />to the superior Undead version.  Let me know if non-Undead<br />Orc corpseheal isn&apos;t working right as a result of the<br />change.  I tested it, but you never know...<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Sat, 23 Nov 2024 14:56:49 PST</pubDate>
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<title>GMCP / Bio - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6617/board/changeboard</guid>
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<![CDATA[I&apos;ve been fiddling the last few days with GMCP and I&apos;ve now added an option <br />to display your Damage Per Round | Taken and Exp per Hour | Min - Looking <br />at having the rest of Bio displayed by gmcp in the coming days. <br /><br /><br />~DP<br />]]>
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<pubDate>Mon, 11 Nov 2024 12:23:06 PST</pubDate>
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<title>House and Shop Taxes - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6615/board/changeboard</guid>
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<![CDATA[The base daily taxes just for owning them has been removed. It will take a <br />reboot for this to be reflected completely.<br />]]>
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<pubDate>Fri, 08 Nov 2024 19:31:51 PST</pubDate>
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<title>Dying in PK with Mummy Wither Active - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6614/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />I fixed a bug (I think) that would make you stay perma-withered<br />by Dumbledore if he PK&apos;d you while you were in fact withered.<br />It should now properly end with your death at the hands of his<br />BS Mummy.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Wed, 06 Nov 2024 23:47:03 PST</pubDate>
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<title>Paladin Auras - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6613/board/changeboard</guid>
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<![CDATA[I standardized the types of bonuses between a Paladins personal aura and <br />the aura they grant party members. With party member auras being somewhat <br />less impactful and not having the most specialized bonus the Paladin <br />receives. The impact on play should not really be noticable.<br /> <br />However, &quot;Dark Knight&quot; paladins now receive a 50% increase to their <br />defender or vengeance bonuses once they get their &quot;vigilante aura&quot; at rank <br />3.<br />]]>
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<pubDate>Wed, 06 Nov 2024 00:28:01 PST</pubDate>
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<title>Demon Sins - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6611/board/changeboard</guid>
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<![CDATA[Sin durations are now capped at 20 rounds. The level no longer deteriorates <br />for other sins, possibly making them stronger for the duration of their <br />effects.<br />]]>
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<pubDate>Mon, 04 Nov 2024 19:21:42 PST</pubDate>
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<title>Class Mazes - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6610/board/changeboard</guid>
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<![CDATA[You should be able to create portals inside of them after they reload. It <br />might require a reboot. If I missed any let me know.<br />]]>
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<pubDate>Fri, 01 Nov 2024 18:28:53 PST</pubDate>
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<title>Shaman Materia Acquisition - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6609/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />Shamans will now receive the highest rarity of materia that a corpse<br />can provide (based on the corpse&apos;s level) whenever they use the channel<br />song, instead of potentially receiving a lower rarity materia.  If<br />the Shaman currently has the maximum amount of all materia of that<br />rarity tier, the next lower tier will be considered instead, etc.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Thu, 31 Oct 2024 22:07:45 PST</pubDate>
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<title>Knights and Shields - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6608/board/changeboard</guid>
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<![CDATA[Brave Sir Robins,<br /><br />Knights may now wear a shield while wielding a two-handed spear<br />or polearm.  This seemed thematically appropriate and still within<br />the bounds of balance concerns.  Enjoy.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Thu, 31 Oct 2024 15:22:16 PST</pubDate>
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<title>Heal Prayer Changes - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6607/board/changeboard</guid>
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<![CDATA[Close Wounds (Cultist), Heal (Crusader), and Saigai (Aohitogusa) have had <br />their cooldowns reduced to 2 rounds.<br /><br />I looked at some of the other heal prayers and they were mostly around the <br />same level of cooldown. Close Wounds wasn&apos;t &apos;competitive&apos; for lack of a <br />better term and has been buffed by about 10%. If I missed any other heal <br />prayers send me a message and I will adjust them. I&apos;d like to keep the <br />cooldowns on healing prayers relatively consistent as well as the cost per <br />HP healed. With that in mind, feel free to message me if you happen to <br />have collected/charted numbers during normal gameplay so we can look at <br />getting healing into a more satisfying place. As always if anything <br />breaks, it was Darkpoole&apos;s fault so message me and I&apos;ll twist the scale on <br />the rack one more notch.<br />]]>
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<pubDate>Tue, 29 Oct 2024 17:55:17 PST</pubDate>
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<title>Re: Pillaging - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6606/board/changeboard</guid>
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<![CDATA[On Thu Oct 24 23:37:21 2024, Burlok wrote:<br />&gt; The pillaging system was intended to be a two-step implementation with <br />the <br />&gt; second step rounding out the playability. Its still one of those things <br />Im <br />&gt; hoping to get to someday.<br />&gt;  <br />&gt; Until I get to the second part Ive slightly increased the delay before <br />&gt; losing pillaging (12 beats to 15 beats).<br />&gt;  <br />&gt; Ive also decreased the amount you lose from 15% + half your level per <br />loss <br />&gt; to 8%.<br />&gt;  <br />&gt; This should make running to sell etc not quite as devastating until the <br />&gt; rest of the features come in.<br />&gt; <br />The number of beats is now also increased per hero level to somewhat <br />account for the fact its a little harder to get between areas that have <br />plenty of xp bearing mobs.<br />]]>
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<pubDate>Fri, 25 Oct 2024 22:55:13 PST</pubDate>
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<title>Pillaging - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6605/board/changeboard</guid>
<description>
<![CDATA[The pillaging system was intended to be a two-step implementation with the <br />second step rounding out the playability. Its still one of those things Im <br />hoping to get to someday.<br /> <br />Until I get to the second part Ive slightly increased the delay before <br />losing pillaging (12 beats to 15 beats).<br /> <br />Ive also decreased the amount you lose from 15% + half your level per loss <br />to 8%.<br /> <br />This should make running to sell etc not quite as devastating until the <br />rest of the features come in.<br />]]>
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<pubDate>Thu, 24 Oct 2024 23:37:21 PST</pubDate>
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<title>Barbarians and Ram - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6604/board/changeboard</guid>
<description>
<![CDATA[The ram skill I believe is an older skill and might even pre-date the <br />skill-scaling that was introduced in the late 90s. You may remember that <br />~30 years ago an active skill would often fail 100% of the time until <br />level 6 or higher if you dumped most of your XP in it.<br /> <br /> <br />I mention this because the break points in success were so high that they <br />would not be achievable until potentially low hero levels. I made some <br />changes to a couple of the points to still make them &quot;high&quot; but have them <br />use more conventional scaling. So you still probably wont get that best <br />level of success often at any level but it will now be achievable at all <br />levels. Especially if you are buffed.<br /> <br />I also made some slight adjustments to the domination formula and hero <br />levels will now have an increasing (based on hero level) of getting a <br />slightly better result.<br /> <br />I dont think any of this will be super noticeable but in testing I was <br />able to notice it because I knew what I was looking for in terms of <br />success rates.<br /> <br />]]>
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<pubDate>Thu, 24 Oct 2024 23:32:02 PST</pubDate>
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<title>NPC Hunter Attack Skills - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6603/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />I&apos;ve tried to fix the logic for NPC Hunters so that they spawn<br />with active attack skills (penetrate, maim or snipe) based on<br />whether they&apos;re wielding a spear or bow.  The old logic allowed<br />for Hunters that would have bows and then no penetrate or snipe<br />skill, or that would have spears but no penetrate or maim <br />skill.  As a result they would only get combat hits, which is<br />not what we intended.  Now they should be &quot;smarter&quot;.  Please <br />let me know if you see anything odd happening.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Thu, 19 Sep 2024 15:44:46 PST</pubDate>
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<title>Draco Vampirism Duration - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6602/board/changeboard</guid>
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<![CDATA[Dracoliches,<br /><br />The vampirism spell now absorbs/steals 300% more spellpoints<br />from your foes before dissipating.  The result is that you<br />won&apos;t have to re-cast it as often.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Thu, 12 Sep 2024 14:00:59 PST</pubDate>
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<title>Re: Dracolich Phylactery - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6601/board/changeboard</guid>
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<![CDATA[Dracoliches,<br /><br />Lower-tier phylactery levels have been adjust slightly so<br />that it&apos;s easier to get from level 1 to 10.  If your current<br />phylactery level was between 8 and 10, you might see it bumped<br />up.  Hopefully the code I wrote to handle the readjustment will <br />work properly when you log in, but let me know if something <br />seems off.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Sat, 07 Sep 2024 10:58:41 PST</pubDate>
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<title>Dracolich Phylactery Rework - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6600/board/changeboard</guid>
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<![CDATA[Dracoliches,<br /><br />The subclass has been reworked to make the phylactery mechanic<br />less irritating and hopefully just enjoyable instead.  Here&apos;s<br />what changed:<br /><br />1. The Phylactery still gains levels as you kill foes, but<br />   the rate of &quot;exp gain&quot; for the phylactery has been<br />   increased 100% and now has a maximum of level 20.<br />   <br />2. Phylactery no longer expends its energy at all.  Instead,<br />   it always provides a constant boost based on its current <br />   level to certain skills and all spells.<br />   <br />See &quot;help phylactery&quot; for more information.<br /><br />Cheers,<br />Marisil<br /><br />]]>
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<pubDate>Fri, 06 Sep 2024 16:32:00 PST</pubDate>
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<title>Mason Timer - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6599/board/changeboard</guid>
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<![CDATA[Khali submitted an idea (18705) to add a timer to score so Masons could see <br />how long theyve been connected to know when their next hour is coming.<br /> <br />If you are a mason the score command will now display this timer below <br />where it says what clan you are in.<br /> <br />If you are not a mason you will not see this.<br />]]>
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<pubDate>Fri, 23 Aug 2024 20:16:58 PST</pubDate>
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<title>No_faction_kill - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6598/board/changeboard</guid>
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<![CDATA[I have attempted to remove the no_faction_kill checks that were confusing <br />people because some mobs still spawn with a jihad faction even though the <br />bonuses/penalties were removed. The legacy setting &quot;no_faction_kill&quot; will <br />hopefully not prevent attacking mobs anymore which seems to confuse <br />old/returning players every few months.<br /> <br /> <br />Submit a bug if something seems strange after this change.<br />]]>
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<pubDate>Fri, 23 Aug 2024 00:06:40 PST</pubDate>
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<title>Magnus - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6597/board/changeboard</guid>
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<![CDATA[I&apos;ve updated magnus to be more effective at helping newplayers (hopefully) <br />or just anyone in general.<br /><br /><br />Need information on a skill/prayer/spell/mud function?<br /><br /><br />Just &quot;ask magnus about x&quot; and he&apos;ll do his best to help you out.<br /><br /><br />~DP<br />]]>
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<pubDate>Sat, 10 Aug 2024 12:06:51 PST</pubDate>
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<title>Peace - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6596/board/changeboard</guid>
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<![CDATA[Peace should now break on any sort of damage, In room or Outside.<br />]]>
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<pubDate>Wed, 07 Aug 2024 09:59:59 PST</pubDate>
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<title>Druid PTesting - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6595/board/changeboard</guid>
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<![CDATA[Hey Everyone,<br /><br /><br /><br />I&apos;m in the process of rewriting Preserver (aka Druid). I&apos;ve decided to <br />open it up early for some alpha alpha alpha testing - so far only 1 form <br />is really usable (Cat). If you feel like trying it out please select it in <br />the character creation screen and then go for a spin :)<br /><br /><br />Thanks<br />-DP<br />]]>
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<pubDate>Mon, 29 Jul 2024 04:32:45 PST</pubDate>
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<title>New Race: Luxodon! - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6594/board/changeboard</guid>
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<![CDATA[Luxodon have been discovered in the realm. Very little is known currently <br />other than they are humanoid elephant creatures. Rumors say it that <br />Luxodon are born through reincarnation, and only to a single tribe that <br />rarely separate. Through this spiritual renewal they are able to carry a <br />small bonus from a previous existence. If they are reincarnated anew, they <br />mind find a fraction of their previously lost experience returned to them~<br />]]>
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<pubDate>Sat, 06 Jul 2024 23:53:24 PST</pubDate>
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<title>New Race: Lepori - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6593/board/changeboard</guid>
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<![CDATA[A new race has been discovered wandering the lands of Tsunami. They call <br />themselves the Lepori. They have tall, rabbit-like appearances and tend <br />not to mingle with the other races if it can be helped. They have mastered <br />the art however of avoiding being hunted and can reverse hunting hits that <br />would&apos;ve been intended for them. This makes them extremely dangerous foes. <br />Their ranks are free to be joined as of now!<br />]]>
</description>
<pubDate>Sat, 06 Jul 2024 20:19:15 PST</pubDate>
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<title>Glass Constructs - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6592/board/changeboard</guid>
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<![CDATA[Construct is one of the new parent species. Glass is the first subspecies <br />of the parent. Glass constructs are a CHALLENGE race. They have -25 to all <br />stats and -10% to all skills. They also cannot gain &quot;confusion&quot; bonuses to <br />their skills (such as old pillage, dream fragments, equipment, certain <br />buffs.) They WILL however still be able to receive confusion penalties. <br />They are also required to start at level 1. So if you feel like you&apos;re up <br />for a challenge, perhaps check out this new race and maybe even go <br />hardcore!<br />]]>
</description>
<pubDate>Sat, 06 Jul 2024 19:10:13 PST</pubDate>
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<title>Introducing: Racial Subspecies! - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6591/board/changeboard</guid>
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<![CDATA[The framework for implementing racial subspecies has been implemented. <br />There is only one currently actively but they will be fleshed out over <br />time. This allows for us to create groups of somewhat similar races, but <br />keep the fantasy theme thriving. For example, what&apos;s the difference <br />between a Goblin and a Hobgoblin? What if we toss Bugbears into the mix? <br />They&apos;re all technically Goblin(oids) but are they unique enough from one <br />another to justify being a full fledged race on their own? What if you <br />wanted to be made of wood, or metal? Well now we have the ability to <br />implement unique concepts such as these. If you notice any errors please <br />message me directly. I will be making a second post as the first <br />subspecies is actual special in-and-of-itself.<br />]]>
</description>
<pubDate>Sat, 06 Jul 2024 19:06:19 PST</pubDate>
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<title>Gunslinger - Grandmaster Engineer in Edo - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6590/board/changeboard</guid>
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<![CDATA[The grandmaster engineer in Edo has put out a call to all Gunslingers. A <br />rumor of a material has made its way Thrakk and he is interested in it for <br />research purposes. The only information available is a single word <br />&apos;magycite&apos; - Whatever that means. Perhaps some adventurous gunslinger out <br />there can help him find what he&apos;s looking for quickly.<br />]]>
</description>
<pubDate>Sat, 22 Jun 2024 19:31:44 PST</pubDate>
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<title>Desecrate - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6589/board/changeboard</guid>
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<![CDATA[Greetings Denziens of Tsunami,<br /> <br />The DESECRATE spell appeared to always give the same bonus regardless of <br />how much exp you fed it.<br /> <br />Typically this would qualify the spell to be an ability (ie, a skill that <br />always produces the same result).<br /> <br />Rather than do this I removed the spell and put the personal bonus into <br />the dread spell. You will now DREADFULLY be better at skills and combat.<br /> <br />This did remove the DKs ability to change the terrain to graveyard as well <br />but this change was done knowing that was a consequence.<br />]]>
</description>
<pubDate>Mon, 03 Jun 2024 22:51:03 PST</pubDate>
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<title>Barbarians - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6588/board/changeboard</guid>
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<![CDATA[I have made some changes to Barbarians.<br /> <br />Dominance slightly increases combat hits (auto attacks).<br />Dominance slightly reduces damage taken.<br />Dominance allows a barbarian to see its status while berserk.<br /> <br />NEW SKILL: Reckless Attack<br />This is a skill that can proc instantly or twice depending on dominance <br />rating.<br /> <br />This skill doesnt behave like most damage skills. Instead it amplifies an <br />auto-attack hit. So the higher your auto attacks are the higher the base <br />damage.<br /> <br />No matter the result it should at least do the same damage as two rams. <br />Making it the better attack skill once dominance has been established.<br /> <br />See updates to the files: ram, reckless attack, and engage<br />]]>
</description>
<pubDate>Sat, 01 Jun 2024 20:15:06 PST</pubDate>
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<title>Pillagers and Pillaging - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6587/board/changeboard</guid>
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<![CDATA[The PILLAGE skill has been REMOVED.<br /> <br />It has been replaced with a PILLAGING SYSTEM.<br /> <br />See: help pillaging and help pillaging races.<br /> <br />The goal is to put a place in system that rewards rampaging around the MUD <br />killing things for as long as you can stand it. As you rampaging you <br />automatically pillage, gaining spoils to improve your mastery of <br />slaughter, and gain pillager levels that will give you the bonus to skills <br />and combat that pillage once did.<br /> <br /> <br />Pillagers who are in a party together will all get points and rewards. <br />Perhaps you could break the MUD with a native band collecting all the <br />powerful buffing items and igniting a war of BALANCE.<br /> <br /> <br />I have largely solo tested this and sort-of hacked in the party component <br />last night. Please let me know if something breaks. :)<br /> <br />I welcome feedback.<br />]]>
</description>
<pubDate>Sat, 01 Jun 2024 17:08:18 PST</pubDate>
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<title>NPC crusaders and a little more - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6586/board/changeboard</guid>
<description>
<![CDATA[NPC crusaders had a flaw in their AI (tried to heal while it was still on a <br />cooldown). Well, not anymore.<br />Hex, the lunatic (Talamport) now behaves as originally intended.<br />Combragol, the monk (Ardor) will now fully utilize his monk origin.<br />Rana, Lord of Water (Ardor) no longer just prays berries and munches them, <br />but will utilize full preserver skillset instead.<br />]]>
</description>
<pubDate>Wed, 29 May 2024 21:53:59 PST</pubDate>
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<title>Shaolin - Setenv shaolin_nospam - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6585/board/changeboard</guid>
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<![CDATA[Shaolin can now use setenv shaolin_nospam to suppress certain <br />Shaolin-specific messages.<br />]]>
</description>
<pubDate>Tue, 28 May 2024 02:07:45 PST</pubDate>
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<title>Charm (and Hypnotize) - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6584/board/changeboard</guid>
<description>
<![CDATA[New function added to make handling a charmed mob less tedious, and more <br />viable when compared to something like vengeance. You can now have your <br />charmed mob exclusively use your mana instead of theirs. This only works <br />with creatures that use mana (so not energy, adrenaline, etc.) Details in <br />the help file. Any issues let me know.<br />]]>
</description>
<pubDate>Sat, 25 May 2024 20:46:39 PST</pubDate>
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<title>Balduvia Maze Berserkers - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6583/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />Balduvia maze Berserkers now properly have offensive skills.  A bug<br />was fixed that was preventing them from acquiring these.  While<br />broken, they were only getting combat hits.  Just a heads-up that<br />they will fight harder now. :)<br /><br />Cheers,<br />Marisil<br />]]>
</description>
<pubDate>Fri, 17 May 2024 18:59:23 PST</pubDate>
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<title>Help exp - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6582/board/changeboard</guid>
<description>
<![CDATA[I updated the &apos;help exp&apos; file to contain directions to Lucus for people who <br />might have problems with their experience, spent or otherwise.<br />]]>
</description>
<pubDate>Wed, 15 May 2024 16:16:40 PST</pubDate>
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<title>NPC Beastmasters 2 - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6581/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />NPC Beastmasters will now always have a companion, regardless<br />of the terrain type of the room in which they spawn (which is<br />normally a restriction for the skill).  Certain areas such as<br />the Balduvian Native maze always spawned Beastmaster without <br />a companion, which was technically a cheese since it made them<br />noticeably easier to kill.<br /><br />Regards,<br />Marisil<br /><br />]]>
</description>
<pubDate>Wed, 15 May 2024 13:18:26 PST</pubDate>
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<title>NPC Beastmasters - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6580/board/changeboard</guid>
<description>
<![CDATA[Greetings,<br /><br />NPC Beastmasters without a current companion will no longer<br />stand around and let you pound on them.  A bug was preventing <br />them from using the &quot;animality&quot; skill in such a context, so<br />basically they would just &quot;observe&quot; you and then only get<br />combat hits for the rest of the fight.<br /><br />Regards,<br />Marisil<br />]]>
</description>
<pubDate>Wed, 15 May 2024 13:08:01 PST</pubDate>
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<title>Dreams of Kartur Quest - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6579/board/changeboard</guid>
<description>
<![CDATA[This quest is once against solvable, and you should no longer &quot;fail&quot; it <br />randomly.<br />If you happened to have experienced it &quot;failing randomly&quot; within the past <br />year and have not completed it since, send me a tell and I will get you <br />fixed. Keep in mind that there are logs of people who tried and failed so <br />lying about it won&apos;t go in your favor.<br />]]>
</description>
<pubDate>Mon, 13 May 2024 17:16:02 PST</pubDate>
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<title>The Explorer Clan, Questing, and You. - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6578/board/changeboard</guid>
<description>
<![CDATA[After receiving feedback about the bonus nerf to the Explorer Clan I have <br />gone through and modified how exp bonuses work with quests. As I&apos;m sure <br />you&apos;re familiar a while back quest points were made account-wide with <br />character-based tracking still being a separate thing. Well now the <br />bonuses are similar.<br /><br />You will get a smaller global account bonus based on your total account <br />(unique) quest points. What that means is that if you have have Mousetrap <br />finished on more than one character, you will ONLY get credit for 20 - one <br />solve per account for the ACCOUNT bonus.<br /><br />You will now also get a larger bonus based on your CHARACTER quest points. <br />This should help encourage questing across all of your characters if <br />you&apos;re interested in maximizing your bonuses. <br /><br />Both of these bonuses are calculated non-linearly, meaning you&apos;ll see a <br />bigger reward early on, and it will taper as you grind out the remaining <br />points. This will hopefully make questing in general feel more rewarding <br />overall. <br /><br />The Explorer Clan will take those bonuses and double them.<br /><br />All quest-related bonus exp listing methods should be updated to reflect <br />accurate numbers now as well. Overall the bonus numbers are going to be <br />similar, it&apos;s just going to be easier now to accumulate a higher bonus <br />earlier, with the maximum bonus also being slightly higher, but requires <br />more of a grind.<br />]]>
</description>
<pubDate>Sun, 12 May 2024 00:47:20 PST</pubDate>
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<title>Worm Sign - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6577/board/changeboard</guid>
<description>
<![CDATA[To commemorate &quot;Dune: Part 2&quot; I have taken another pass at worm to address <br />some of the constructive feedback that has been received.<br /> <br />I do not think this class will ever be at the point where it will easily <br />room-swallowing Ardor guards as occurred years ago when they received 1 <br />point of hp healing for each point of damage that was done. That situation <br />led to the initial recode. So please temper expectations.<br /> <br /> <br />It should be a rather chill 1 mob killing experience and devour hordes of <br />small mobs.<br /> <br />Remember the pattern is: swallow -&gt; bile -&gt; wait until stomach hp hits 0 <br />and you spit-up -&gt; tenderize -&gt; goto step 1<br /> <br />I may continue to muck with the numbers a bit but overall should preform <br />somewhat differently than a week ago.<br /> <br />Enjoy!<br />]]>
</description>
<pubDate>Fri, 12 Apr 2024 23:41:48 PST</pubDate>
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<title>The most serious changes that have ever happened. - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6576/board/changeboard</guid>
<description>
<![CDATA[Oozes are now 10% less viscous and have been renamed to Seeps.<br />The governor of Tsunami has passed strict gun control laws, as a result <br />Gunslingers have been removed from the game.<br />Due to the rising price of gas Juggernaughts are now approximately 40% <br />more expensive to play.<br />Fetches have been readded to the game.<br />To make things more interesting, heals will now sometimes deal damage to <br />the player instead of healing them.<br />A new system that allows you to hire mercenaries to go hunt NPCs for you <br />has been added. Who has the time to grind anyways?<br />After lengthy discussions a fifth stat is finally being added. Rizz, <br />formerly Charisma will modify the mercenaries you&apos;re able to recruit.<br />We&apos;re officially launching a new game - Tsunami Lite, alternatively known <br />as &quot;The &apos;little&apos; wave.&quot;<br />To better reflect real world situations housing prices have been tripled, <br />then tripled again.<br />Due to dropping temperatures Raine will now be known as Snowe.<br />New taxes have been added to every purchase made from any shop in the <br />game.<br />Players will now also have to file a new form to the Tsunami Internal Tax <br />Service yearly to report how many dinars they have acquired and will be <br />taxed accordingly.<br />After consulting a leading chromatologist, we&apos;ve collectively decided that <br />Chaitan is more Chaibeige.<br />The day/night cycle has been removed because there&apos;s spooky ghosts out <br />there at night. Sorry Aramitamas.<br />All of the current classes are going to be merged into Upper, Middle, and <br />Lower. All subclasses will now be called &quot;jobs&quot; and unfortunately they&apos;ve <br />all been replaced by AI.<br />We regret to announce that Tsunami has suffered a data breach. Luckily the <br />only data that was taken was your favorite food, and your biggest <br />nightmares.<br />Fetches have been removed from the game.<br />Tsunami is now going to be more &quot;on Brand.&quot; No, literally, we tattooed it <br />on his thigh.<br />Wildcat has finally been tamed and will now be known as Housecat.<br />All those things you&apos;ve been wanting added to the game are totally coming <br />soon, we promise.<br />]]>
</description>
<pubDate>Mon, 01 Apr 2024 14:33:47 PST</pubDate>
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<title>Gravemeld Skill Mods - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6575/board/changeboard</guid>
<description>
<![CDATA[Vampires and Zombies,<br /><br />The gravemeld skill now considers terrain mods and<br />&quot;X% bonus to skills&quot; mods.<br /><br />Cheers,<br />Marisil<br />]]>
</description>
<pubDate>Thu, 28 Mar 2024 11:23:47 PST</pubDate>
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<title>Various - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6574/board/changeboard</guid>
<description>
<![CDATA[NPC crusaders now use their skills and prayers properly. Their AI was <br />broken since the mark skill change.<br />Madlanders are now unsubclassed monsters and Kizi, the 14 years old girl <br />is no longer a male barbarian...<br />Bort Kruud, general of the Guttbuster Brigade now acts like a regular <br />berserker and won&apos;t re-berserk every round.<br />Thief tunnel guardians are ogre warriors as originally intended.<br />... and plenty of cosmetic changes mostly related to gender and race of <br />various NPCs across Tsunami.<br />]]>
</description>
<pubDate>Mon, 18 Mar 2024 23:09:00 PST</pubDate>
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<title>Crown of Proteus - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6573/board/changeboard</guid>
<description>
<![CDATA[There is a step in this quest that required you to have a specific npc <br />corpse to lure out a key quest npc.<br /> <br />Unfortunately, if you had another corpse in your inventory or anything <br />that had a corpse alias then the quest npc might not come out depending on <br />the order of the corpses (it checked the first one only).<br /> <br /> <br />The npc whose corpse you need now drops a &quot;meat object&quot; that will lure out <br />the quest npc and should fix this error.<br /> <br />Thank you Morgul for letting me know.<br />]]>
</description>
<pubDate>Wed, 13 Mar 2024 22:48:03 PST</pubDate>
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<title>Ooze Phagocytosis - Detach - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6572/board/changeboard</guid>
<description>
<![CDATA[Boogers of Tsunami,<br /><br />tl;dr - Oozes can now detach themselves from Phagocytosis <br />        targets by simply moving out of the room.<br /><br />Phagocytosis has been updated to use a more modern approach<br />to implementing the code that allows the Ooze to &quot;follow&quot; its<br />target when the target moves.  Part of the old implementation<br />involved magically teleporting the Ooze back into the target&apos;s<br />room if they somehow became separated (at least in most<br />circumstances).  So if the Ooze moved, say, out of the room on<br />its own, the next round it would be transported back to the<br />target&apos;s room, which just doesn&apos;t make any sense.<br /><br />Now if the Ooze moves itself while using Phagocytosis, it will<br />detach from the target.  Previously there was essentially no<br />way to detach from a target other than the skill naturally<br />running out of duration, the target using some sort of escape<br />skill/item, or if either the Ooze of the target died.  For <br />example, even if the Ooze had used a recall scroll to escape, <br />the skill would not end and the Ooze would be teleported back <br />to the target&apos;s room.  Just odd behavior.<br /><br />Cheers,<br />Marisil<br />]]>
</description>
<pubDate>Fri, 08 Mar 2024 15:18:49 PST</pubDate>
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<title>Bulletsmith skill, NPC warriors - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6571/board/changeboard</guid>
<description>
<![CDATA[Gunslingers can no longer use their bulletsmith skill in combat.<br />NPC warriors with a spear as their primary weapon should now behave <br />properly while holding a shield.<br />]]>
</description>
<pubDate>Sat, 02 Mar 2024 21:32:29 PST</pubDate>
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<title>Edo Killquest - Marisil
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<![CDATA[Greetings,<br /><br />All mobs that count towards the Edo killquest (Panama II)<br />may now be targeted via &quot;edotian&quot;.  You no longer have to<br />annoyingly switch between all the different names.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Tue, 27 Feb 2024 23:35:31 PST</pubDate>
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<title>Aurumvorax Pounce - Marisil
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<![CDATA[Aurumvorae,<br /><br />The penalty imposed by the pounce skill against your victims<br />has been moderately increased.  It was artificially hardcapped<br />to such a degree that it was mostly ineffectual.  It now will<br />reduce the target&apos;s combat, attacking and weapon class to a <br />noticeable extent, with the reduction to combat synergizing<br />with the grate skill (which is resisted by combat) such that<br />the grate skill should do more damage.  The fury skill will <br />still outmatch pounce/grate skill in terms of damage-per-round,<br />but hopefully the latter will find greater utility in certain<br />situations.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Sun, 25 Feb 2024 13:27:07 PST</pubDate>
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<title>Drown and Transform - Burlok
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<![CDATA[There appeared to be a bug in the way the transform (waterform) spell <br />handled drown damage.<br /> <br />It was reducing the damage but then appeared to not actually applying the <br />reduced damage.<br /> <br />It will now apply the reduce damage. Beware anyone who was waterform <br />murdering Sirenes. They can now hurt you ...... a little more.<br />]]>
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<pubDate>Fri, 23 Feb 2024 00:51:03 PST</pubDate>
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<title>Mage Weapons - Burlok
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<![CDATA[Almost universally reviled by players I made some updates to mage weapon in <br />lieu of a more complicated rework.<br /> <br />* A mage weapon has an INFINITE duration. If you greatly increase your <br />spell skill level then you should resummon your blade to ensure it has the <br />best value but a few points wont move the needle.<br /> <br /> <br />* A mage weapon will now receive its bonus damage up to two times per <br />round (was 1) better benefitting Wu-Jens who take attacking and <br />Chronomancers.<br /> <br />* A mage weapon will do somewhat more damage.<br /> <br />Given most mage weapon users have 1 attack it is likely still a weaker <br />spell pick (for wu-jen) but might be more worthwhile if you have <br />attacking.<br /> <br />For classes that do not have to pick a mage weapon spell because it comes <br />with their kit this is a modest increase.<br /> <br />Chronomancers who innately have more attacks and a mage weapon in time <br />scythe will get the most benefit out of the box.<br /> <br />Feedback is welcome.<br />]]>
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<pubDate>Sat, 10 Feb 2024 23:18:23 PST</pubDate>
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<title>Locker List Details - Marisil
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<![CDATA[Greetings,<br /><br />Using &quot;list&quot; in the locker rooms will now display<br />AC/WC and item type, like you see when you &quot;list&quot;<br />in a shop -- that is, if a listed item is a <br />piece of armour or a weapon.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Thu, 08 Feb 2024 09:25:25 PST</pubDate>
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<title>Natives and Magic Shop Items - Marisil
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<![CDATA[Natives,<br /><br />When you &quot;list&quot; in the shops (i.e. Mainland,<br />Kyrse, etc), items that are magical will now<br />properly be flagged as unusable for you.  No<br />more guess work required!<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Wed, 07 Feb 2024 15:39:57 PST</pubDate>
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<title>Banshee Sotto Voce - Marisil
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<![CDATA[Greetings,<br /><br />Banshee&apos;s sotto voce song has been given a duration<br />that falls in line with the more standard pattern<br />of duration for debuffs.  In other words, it no<br />longer lasts for ~10 minutes, which was a tad bit<br />ridiculous, given that it can drop dex by 100 <br />at hero levels.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Fri, 02 Feb 2024 21:00:12 PST</pubDate>
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<title>Cinder Storm - Burlok
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<![CDATA[Fire Drakes,<br />* Cinder Storm proc will now be active for 12 rounds (was 10). Giving an <br />extra few seconds to cast.<br />* The damage of cinder storm was increased slightly.<br />* The percent of embers produced (which is based off damage) was decreased <br />slightly. Overally (with the damage increase) ember generation should be <br />neutral.<br />* When resting in a charred room a drake will heal recover faster.<br /> <br />-- Cinder Storm is intended to be &quot;lower damage&quot; but makes up for it with <br />the ember damage on the next burn or strafe.<br /> <br />-=Reminder of other recent changes=-<br />* Cinder Storm and Ember will &quot;Enkindle&quot; a drake causing weapon attacks to <br />have a chance to put embers on a target.<br />* Strafe benefits from embers (was previously only burn).<br />* An enkindled state will also increase AC by around 30%.<br />]]>
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<pubDate>Fri, 26 Jan 2024 00:58:51 PST</pubDate>
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<title>Dracolich Vampirism Spell - Marisil
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<![CDATA[Dracoliches,<br /><br />Vampirism&apos;s healing mechanic has been changed to heal<br />more per round but use more stolen SPs to do so.  The<br />purpose of this is to bring it closer to functioning<br />like a direct, active &quot;heal&quot; skill and less like <br />regeneration, though it is still intended to strike a <br />balance between the two forms of healing.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Fri, 19 Jan 2024 14:01:11 PST</pubDate>
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<title>More Draco Phylactery Tweaks - Marisil
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<![CDATA[Dracoliches,<br /><br />The phylactery boost to spells will now always empower<br />the spell at full strength, regardless of your current<br />phylactery energy percentage.  It will still drain the<br />phylactery energy, however, as it always did (which <br />reduces your resistance, AC, attacking, WC, etc --<br />see &quot;help phylactery&quot; for a refresh).  So in other<br />words, your spells will always be as effective as they<br />can be, but your offense and defense in combat will<br />still suffer as you drain the phylactery.<br /><br />Also, phylactery recharge gained from dealing damage<br />via combat hits has been moderately increased.<br /><br />So in summary: Dracoliches have been increased.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Wed, 10 Jan 2024 13:20:00 PST</pubDate>
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<title>Dracolich Phylactery + WC - Marisil
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<![CDATA[Dracoliches,<br /><br />Your phylactery&apos;s current lifeforce percentage now<br />properly grants a bonus to your claws&apos; weapon class.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Tue, 09 Jan 2024 18:47:31 PST</pubDate>
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<title>Various - Ghyath
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<![CDATA[1) Gunslinger weapons require 2 hands to wield now (aka no more shield and <br />2 pistols)<br />2) Some additional cosmetic changes in gunslinger talent menu<br />3) Pawns in newbie chessboard should cause less errors now, please bug if <br />they behave differently<br />4) Same for ghants in Ghant city and gnutts in Gnutt village<br />5) Madlanders prefer their barbaric weapons now and should hopefully be <br />less spammy<br />6) Invasions should be finally operational. Thank madlanders, not me.<br />]]>
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<pubDate>Sat, 06 Jan 2024 17:01:40 PST</pubDate>
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<title>Berry - Burlok
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<![CDATA[Greetings denziens of Tsunami,<br /> <br />A year ago the Preservers of Tsunami learned to increase the healing of <br />their berries in peace-time.<br /> <br />This was such a closely guarded secret that not even the berries would <br />reveal the bonus healing.<br /> <br />NO MORE!<br /> <br />Looking at a berry will now tell you its base healing potential as well as <br />its bonus healing potential and then add them together for a TOTAL.<br /> <br />Berries already created during this boot will not be affected although new <br />berries will divulge their secrets.<br /> <br />The bonus healing is less for non-preservers. So a preserver and a <br />non-preserver will see different bonuses / totals.<br />]]>
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<pubDate>Fri, 05 Jan 2024 01:09:54 PST</pubDate>
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<title>Sulherok&apos;s gloves - Ghyath
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<![CDATA[... are properly considered metal.<br />]]>
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<pubDate>Sat, 23 Dec 2023 16:16:10 PST</pubDate>
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<title>Dark Knight - Burlok
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<![CDATA[Greetings Denziens of Tsunami,<br /> <br />I have made some adjustments to dark knight based upon feedback that their <br />paladin aura is &quot;lame&quot;.<br /> <br />help prayers spiritual aura<br /> <br />Dark Knight aura will now confer stealth after you have been out of combat <br />for a number of rounds (the number decreases as your hero level <br />increases).<br /> <br />Your dark strike and penance prayers will be instant while shaded by <br />darkness.<br /> <br />This should make them a bit more adept at traveling through hostile areas <br />than their more radiant kin.<br />]]>
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<pubDate>Sun, 26 Nov 2023 19:26:19 PST</pubDate>
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<title>Bludgeon - Burlok
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<![CDATA[Greetings denziens of Tsunami,<br /> <br />The common perception seems to be that at a certain level or in certain <br />areas a THUG is essentially unplayable.<br /> <br />Until someone takes a more indepth look at the class I have implemented <br />the ability to bludgeon in combat (as with backstab) with a significant <br />penalty that is slowly reduced at hero levels.<br />]]>
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<pubDate>Sat, 18 Nov 2023 18:08:21 PST</pubDate>
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<title>Shaman Temporal Boon Skill - Marisil
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<![CDATA[Greetings,<br /><br />The era of blinking Shamans via the evening temporal boon has <br />finally ended.  NPC Shamans will no longer annoyingly extend<br />their final defeat and leave you ripping your hair out.  The<br />temporal boon song has been reworked to change the evening<br />effect to be what the night effect used to be (a chance to <br />avoid some or all of the damage from an incoming source).<br />Furthermore, the night effect is now a form of life steal,<br />which has a chance to heal the temporal boon&apos;s recipient when<br />he or she lands a combat hit (and that amount, if the effect <br />triggers, will be based on the damage done).<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Wed, 15 Nov 2023 21:17:18 PST</pubDate>
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<title>Re: Consume - Raine
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<![CDATA[On Wed Nov 15 19:31:05 2023, Raine wrote:<br />&gt; Any race/class/subclass that can use the &apos;consume&apos; command can now <br />&quot;consume <br />&gt; all&quot; or &quot;consume all corpse&quot; similar to how you and bury all corpse.<br />&gt; <br />I forgot to mention that this was Greshna&apos;s suggestion. I usually post to <br />give credit but I forgot.<br />]]>
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<pubDate>Wed, 15 Nov 2023 19:43:15 PST</pubDate>
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<title>Consume - Raine
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<![CDATA[Any race/class/subclass that can use the &apos;consume&apos; command can now &quot;consume <br />all&quot; or &quot;consume all corpse&quot; similar to how you and bury all corpse.<br />]]>
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<pubDate>Wed, 15 Nov 2023 19:31:05 PST</pubDate>
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<title>Root - Burlok
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<![CDATA[Greetings Denziens of Tsunami,<br /> <br />When rooted and in times of peace, the Ents of Tsunami will regain a small <br />amount of hp regularly.<br /> <br />An environment that has been &quot;tapped&quot; will be less nurturing as its <br />natural homeostasis was sacrificed for an immediate boost of health.<br />]]>
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<pubDate>Wed, 15 Nov 2023 00:28:38 PST</pubDate>
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<title>Mage Tower Quest - Burlok
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<![CDATA[I am pleased to announce that despite its best efforts the Mage Tower is <br />now functioning again.<br /> <br />Additionally, as our boots are longer now the quest will now be better <br />about items being available every 30 minutes and this will be communicated <br />if you hit a time-locked step. Making it more clear whether you are on the <br />right path and someone beat you to the step so its less confusing.<br />]]>
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<pubDate>Sat, 11 Nov 2023 21:04:10 PST</pubDate>
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<title>Rest Skill and Terrain - Marisil
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<![CDATA[Greetings,<br /><br />The rest skill now takes your terrain modifier into account<br />while in use.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Sat, 04 Nov 2023 13:03:53 PST</pubDate>
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<title>Fire Drakes and Embers - Burlok
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<![CDATA[Greetings Denziens of Tsunami,<br /> <br />A fire drakes scales now harden in the heat of its inferno.<br /> <br />The enkindled effect will somewhat improve its defenses.<br /> <br />But only versus physical attacks as if it were armor.<br /> <br />&quot;help skills ember&quot;, &quot;help skills char&quot;, and &quot;help skills cinder storm&quot; <br />for a more complete summary of fire drake adjustments over the past few <br />months.<br />]]>
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<pubDate>Fri, 03 Nov 2023 22:59:23 PST</pubDate>
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<title>Re: Herbalist Refactor - Marisil
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<![CDATA[Greetings,<br /><br />It appears further explanation is need in regards to<br />why Herbalist damage functions the way it does. Let us <br />begin with the basic SP cost of using utmahi via the <br />blowgun on a target:<br /><br />- Utmahi herb: 5 SPs<br />- Dart: 5 SPs<br />- Apply poison: 10 SPs<br />- Fire dart: 5 SPs<br /><br />Blowgun crafting cost is not counted because it is a <br />one-time expenditure.  So we have a total of 25 SPs,<br />but you could also say it&apos;s only 20 SPs since you<br />could &quot;do cultivate utmahi&quot; and gather 10s of the herb<br />from the garden over the course of time (and even<br />though cultivate costs 30, this is recuperated quickly<br />from the grown herbs).<br /><br />Now, utmahi&apos;s duration is solely based on the level<br />of the apply skill that the Herbalist has.  That is,<br />it does NOT consider the target&apos;s resistance.  It&apos;s<br />fairly easy to reach the maximum duration, 6, by the<br />time the Herbalist reaches a 19+1 character level.<br />Since no one seems to care about anything other than<br />hero levels, we start there.<br /><br />So where are we?  19+1, 6 rounds of utmahi DoT for the<br />cost of 20-25 SPs.  In my testing of utmahi damage at<br />the lower hero levels (19+1 to, say, 19+6), the average<br />total damage over the course of 6 rounds against an <br />equal-level target is just over 100 damage -- without <br />the Herbalist even having to stay in the room.  If the <br />Herbalist stays in combat, the damage is ~125.  <br /><br />So what we have is 20-25 SPs for 100-125 damage.  That <br />is a superb SP-to-damage ratio.  The retorted complaint<br />of course will be &quot;but it takes 6 rounds!&quot;.  Well,<br />unfortunately, that is irrelevant.  What matters is the<br />SP-to-damage ratio.  If that sort of playstyle is too<br />slow for your exping and leveling expectations, you are<br />advised to play a different subclass.  There is simply <br />no way around the subclass functioning this way when its<br />approach to dealing damage is 90% DoT.  <br /><br />One possible solution, however, is to make utmahi poison <br />do ZERO damage if the Herbalist is not currently in the<br />same room as the target.  Then we could, say, reduce the<br />duration of the utmahi poison but increase its damage <br />output such that it did more over a shorter period of<br />time.  Currently, this is approximated through the new<br />stacking feature of the poison.  You can spend more SPs<br />via multiple poison darts to do more damage over a <br />shorter period of time.  But it will be *less* damage<br />overall than you would have done if you had used each<br />dart individually and let each own run its course <br />before poisoning the target with another dart.<br /><br />A final note on scaling as mob levels climb into the<br />higher hero range: yes, it&apos;s an even slower exping and<br />leveling experience.  That&apos;s how it is *for all damage<br />from all sources for any player subclass against a huge<br />hero mob*.  It&apos;s just more pronounced for Herbalist<br />because, again, the DoT has to be distributed that way<br />to maintain the balance of the SP-to-damage ratio.  If<br />this is disagreeable to you, please play a different<br />subclass.  If you&apos;re looking for an AoE, high-speed<br />blaster subclass, do not play Herbalist.<br /><br />Anyone who wishes to reincarnate their Herbalist into<br />something else may do so by talking to me.  If you&apos;re<br />a non-hero, I will give you an equal level character of<br />any subclass of your choosing.  If you&apos;re a hero, I will<br />let you choose any other subclass at half your current<br />hero level, rounded down (i.e. 19+9 becomes 19+4).<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Fri, 03 Nov 2023 18:21:17 PST</pubDate>
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<title>Herbalist Refactor - Marisil
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<![CDATA[Greetings,<br /><br />Herbalist utmahi poison and blowgun functionality has<br />been reworked in an effort to prevent out-of-room DoT<br />cheese, while also removing the hard cap that had been<br />introduced at first for addressing said cheese.  <br /><br />- The hard cap on utmahi poison level has been removed<br />  and a diminishing returns curve is now used instead.<br />  In the interest of full transparency, the curve can<br />  be seen here:<br />  <br />https://www.wolframalpha.com/input?i=log%28x%5E%28x%5E0.48%29%29+from+1+to<br />+1000<br />  Each elapsed round of poison damage will lower the<br />  curve slightly.  Out-of-room poison damage is still<br />  reduced by 33%, just like it used to be.<br /><br />  ** This formula may be tweaked depending on what we<br />     observe as players try it out **<br /><br />- The &quot;apply&quot; skill is no longer actively used to <br />  poison darts.  When the Herbalist uses the<br />  &quot;shoot poison at target&quot; syntax, the dart will be<br />  automatically poisoned with the chosen herb.  The<br />  level of the poisoning will be randomized as per the<br />  usual Tsu skill-roll logic (i.e. based on the level<br />  of the Herbalist&apos;s &quot;apply&quot; skill).<br /><br />- Since darts are now auto-poisoned when fired from<br />  the blowgun, the dart indicator in the Herbalist&apos;s<br />  HP line has been simplified to only show the count<br />  of darts.<br />  <br />- The maximum duration for utmahi poison has been<br />  reduced from 10 rounds to 6.<br /><br />  ** This may be tweaked depending on what we<br />     observe as players try it out **<br />  <br />- Utmahi dose may now be stacked, depending on the<br />  character level of the Herbalist.  The formula for<br />  maximum doses on a single target is:<br />  2 + (Herbalist_total_level / 10)<br />  Stacking doses increases the damage-per-round but<br />  also reduces the total duration by one round per <br />  stack.  Adding another dose to a target resets the<br />  &quot;rounds elapsed&quot; counter to one, thus refreshing <br />  the countdown even though the max duration is <br />  lowered.  The idea is that this stacking method can<br />  be used to &quot;front-load&quot; the poison damage instead <br />  of waiting for a longer period of time for all the<br />  damage of individual doses to run their course.<br />  Each stack beyond the first is added at 1/2 its <br />  actual strength.  i.e. if the first dose was 300 <br />  and you added another dose of 300, the total poison <br />  level on the target would then be 450.<br /><br />  ** These formulas may be tweaked depending on what <br />     we observe as players try it out **<br />  <br />- Firing a dart from the blowgun now immobilizes the<br />  Herbalist for one round while he recovers his breath.<br />  Firing two unpoisoned darts in one round will only<br />  immobilize for one round, not two, however.<br />  <br />- Two bugs were fixed in the process of working on<br />  this:<br />  <br />  1. Using the blowgun no longer gives the target<br />     a free round of combat hits (this was happening<br />     even when the Herbalist was already in combat<br />     with the target).  Like all other hitback, the<br />     target will get one and only one strike *if*<br />     the blowgun is used on the target outside of<br />     combat.<br />     <br />  2. Using the blowgun no longer checks intimidate<br />     against targets that the Herbalist is already<br />     fighting.  Previously it *always* had to <br />     overcome intimidate, thus sometimes preventing <br />     the Herbalist from shooting a target that was <br />     already attacking him in combat.<br /><br />]]>
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<pubDate>Fri, 03 Nov 2023 12:29:04 PST</pubDate>
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<title>Random Weapon (Loot) Mods - Marisil
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<![CDATA[Greetings,<br /><br />I _think_ I fixed a bug with random weapon generation where<br />multiple damage types would be rolled as modifiers for the<br />same weapon.  Only one of them ever actually applied, so <br />the others were just wasted and only served to make the<br />weapon more expensive to purchase in the shop.  Instead you<br />should now see more of a variety of mods appearing on <br />weapons on mobs and in the shop!<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Fri, 27 Oct 2023 14:15:36 PST</pubDate>
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<title>Herbalist Medicate Skill - Marisil
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<![CDATA[Herbalists,<br /><br />The &quot;heal&quot; option for the medicate skill has been tweaked<br />to reduce its overall duration but increase the healing for<br />each tick.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Sun, 22 Oct 2023 12:56:13 PST</pubDate>
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<title>Re: Demon - Hellfire - Raine
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<![CDATA[On Thu Oct 19 16:36:19 2023, Raine wrote:<br />&gt; Demons that reach level 10 will once again gain the hellfire spell. The <br />&gt; spell functions differently, as it now flares hellfire on any ignited <br />&gt; enemies in the room. Lightly tested, and very likely to be tweaked in <br />the <br />&gt; near future.<br />&gt; <br />Hellfire will now occasionally spread ignite and torment to additional <br />targets in the room. It will also stoke the flames, increasing the ignite <br />amount on targets it hits.<br />]]>
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<pubDate>Sat, 21 Oct 2023 01:24:38 PST</pubDate>
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<title>Herbalist Salve Skill - Marisil
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<![CDATA[Greetings,<br /><br />Finngalkn&apos;s travels across the wilds of Tsunami have allowed<br />him to return home to Darale and share new salving techniques<br />that he acquired while owning the most powerful monsters in<br />the land with his shaft, er, blowgun.  Therefore the tribe&apos;s<br />Herbalist&apos;s salve skill has been improved to harden the skin<br />of its recipients against more varieties of damage, based on<br />the herb utilized:<br /><br />CHIRBALA: slash, cleave<br />SRILI: pierce, bow<br />GORDEP: blunt, brawling, unarmed<br />ARGUEK: fire, cold, shock<br />HURTOLK: bite, claw, stinger<br /><br />Additionally, all herb types also grant BLEEDING resistance.  <br />Enjoy.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Fri, 20 Oct 2023 23:34:25 PST</pubDate>
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<title>Herbalist Pungi Skill - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6541/board/changeboard</guid>
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<![CDATA[Herbalists,<br /><br />I fixed a bug with the pungi skill which caused it to consume<br />all the darts in your inventory that happened to have the same<br />poison type as the pungi trap.  It should now leave your darts<br />the eff alone!<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Fri, 20 Oct 2023 14:51:39 PST</pubDate>
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<title>Demon - Hellfire - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6540/board/changeboard</guid>
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<![CDATA[Demons that reach level 10 will once again gain the hellfire spell. The <br />spell functions differently, as it now flares hellfire on any ignited <br />enemies in the room. Lightly tested, and very likely to be tweaked in the <br />near future.<br />]]>
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<pubDate>Thu, 19 Oct 2023 16:36:19 PST</pubDate>
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<title>Preserver Insects Prayer - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6539/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />The Preserver&apos;s insects prayer has been slightly reduced in<br />terms of the insects&apos; ability to prevent the target from <br />using skills/spells/etc.  In my testing, it was blocking<br />over 75% of all skill use with equal-level opponents, which<br />was a bit too much.  This effect combined with the <br />Preserver&apos;s apititude for healing made them unreasonably<br />difficult and annoying to kill.  It has now been brought in<br />line for balance purposes.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Thu, 05 Oct 2023 10:59:10 PST</pubDate>
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<title>Chronomancer Slow Duration - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6538/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />The Chronomancer slow spell&apos;s duration has been reduced<br />by 50%.  It was exceedingly longer than any other debuff<br />in the game (in addition to having quite a nasty effect)<br />and has now been brought in line for balance purposes.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Wed, 04 Oct 2023 13:13:14 PST</pubDate>
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<title>Rest and Skills Bonus - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6537/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />The rest skill now takes your overall skill boost into<br />consideration when calculating its effectiveness.  i.e.<br />the &quot;Overall Boost  : X% bonus to all skills and combat&quot;<br />that you see in your score will affect its recuperating<br />power.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Thu, 28 Sep 2023 17:56:28 PST</pubDate>
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<title>Gunslinger - Adrenaline Junkie - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6536/board/changeboard</guid>
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<![CDATA[Adrenaline Junkie no longer lowers the length of adrenaline rush, it felt <br />bad to lose the extra duration even when you account for the other <br />bonuses. Exhaustion is also now capped at 5 rounds.<br />]]>
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<pubDate>Thu, 28 Sep 2023 15:58:56 PST</pubDate>
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<title>Gunslinger - Gun experience - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6535/board/changeboard</guid>
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<![CDATA[Gun exp rate changed from 33% -&gt; 50%. So you&apos;ll gain experience to your gun <br />22% faster.<br />]]>
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<pubDate>Wed, 27 Sep 2023 15:13:14 PST</pubDate>
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<title>War... War never changes, until now. - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6534/board/changeboard</guid>
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<![CDATA[The war vote timer will remain the same. The multiplier will now cap at 5 <br />except for specific holidays. Once it hits 5x wars will no longer need to <br />be voted down and will again require 3 votes to trigger. This will mean <br />longer boots again. If any funny behaviors crop up (again) changes will be <br />made to address them.<br />]]>
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<pubDate>Fri, 22 Sep 2023 16:33:07 PST</pubDate>
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<title>Unicorn NPCs - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6533/board/changeboard</guid>
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<![CDATA[I never completed the npc unicorn template. As a result they would mostly <br />just trample.<br /> <br />I have resumed work on this and it is so far partially implemented and I <br />hope to finish it over the weekend.<br /> <br />The goal of this post is to warn those who prey on unicorns. They are more <br />deadly foes and will continue to grow in deadliness as I get their full <br />kit logic implemented.<br />]]>
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<pubDate>Thu, 14 Sep 2023 00:07:45 PST</pubDate>
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<title>Nightmares - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6532/board/changeboard</guid>
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<![CDATA[I have attempted to implement idea #18563.<br /> <br />Nightmares will now have a stealth level equivalent of their incorp&apos;d DK <br />master. The DK should always be able to see their own nightmare.<br />]]>
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<pubDate>Wed, 13 Sep 2023 23:21:57 PST</pubDate>
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<title>Gunslinger Experience Mode - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6531/board/changeboard</guid>
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<![CDATA[Your experience mode now shows up in score to let you know if you&apos;re <br />focusing on your gun, or getting player experience. It also is now <br />persistent so war experience can indeed go to your gun if you had gun mode <br />toggled on before the war. The help file has been updated accordingly.<br />]]>
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<pubDate>Sat, 09 Sep 2023 13:42:00 PST</pubDate>
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<title>NPC Knights - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6530/board/changeboard</guid>
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<![CDATA[NPC Knights will now spur their steeds.<br />]]>
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<pubDate>Thu, 31 Aug 2023 23:35:27 PST</pubDate>
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<title>Changeling, Berserker, Shaolin - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6529/board/changeboard</guid>
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<![CDATA[As you all know these subclasses are currently prestige subclasses, meaning <br />you have to undertake a special journey and meet specific requirements to <br />become one. Once you&apos;ve completed that process once, you will now be able <br />to create them through the login menu. This is completely retroactive, so <br />if you currently have any of these, you can create them from the login <br />menu. The only requirement beyond having unlocked the achievement is that <br />you have to be level 1. <br /><br />Spy is specifically not able to be created even if you already have one. <br />This is not a bug. <br /><br />If you do have any issues, or if you have one of thee subclasses and are <br />unable to create one through the login menu - please send me a tell.<br />]]>
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<pubDate>Thu, 24 Aug 2023 19:19:36 PST</pubDate>
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<title>Gunslinger, Achievements, and Unlockable Content - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6528/board/changeboard</guid>
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<![CDATA[Gunslingers are now officially released. The gun experience bug has been <br />fixed. Since no major bugs occurred during the last testing I&apos;ve decided <br />to allow the people who tested to keep their gunslingers - with the caveat <br />that their gun experience and learned talents will be cleared. <br /><br />With the launch of gunslinger also comes a very small introduction to the <br />new achievement system! You must unlock gunslinger to be able to create <br />one (or log one in if you happen to already have one.) More achievements <br />will be released in the future as well potentially tied to other <br />customization options or just for fun! Currently there is no way to <br />display available or unlocked achievements, but there is also only one as <br />it stands which is the Gunslinger unlock miniquest. <br /><br />Hopefully with this new system we&apos;ll be able to bring interesting choices <br />(perhaps such as the ability to create Shaolin/Changeling/Berserkers once <br />you&apos;ve already acquired one!) in a new and engaging way!<br /><br />Sidenote, if your pre-existing gunslinger is experiencing errors please <br />message me directly and I will fix it. Shouldn&apos;t be an issue but just in <br />case.<br />]]>
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<pubDate>Thu, 10 Aug 2023 18:24:02 PST</pubDate>
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<title>Monk Stances - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6527/board/changeboard</guid>
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<![CDATA[Dragon + Fox stance would have their penalties increase the higher your <br />skill was.<br /> <br />I changed it so they apply a flat percentage reduction at all levels.<br />]]>
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<pubDate>Tue, 25 Jul 2023 20:58:17 PST</pubDate>
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<title>Gauntlet and Waiting Pits - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6526/board/changeboard</guid>
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<![CDATA[The waiting pits have been moved to under the arena. Down from the <br />challenge room. Where the gauntlet entrance used to be now leads to a <br />plaza. West heads to the arcade, inside of which the gauntlet is now <br />located.<br />]]>
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<pubDate>Mon, 24 Jul 2023 15:05:13 PST</pubDate>
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<title>Cultist - Skill Change - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6525/board/changeboard</guid>
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<![CDATA[The cultist skill &quot;dance&quot; has been renamed to &quot;cavort.&quot; Nothing else about <br />it has changed.<br />]]>
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<pubDate>Mon, 03 Jul 2023 20:35:14 PST</pubDate>
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<title>Gunslinger Playtest Phase 2 - Raine
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<guid isPermaLink="false">/rss/changeboard.php/id/6524/board/changeboard</guid>
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<![CDATA[Talents have been completely redone and are no longer in tiers. Some of <br />them still require you to get one talent before you can get another.<br />This will give you more freedom to focus on the things on which you value. <br />Talent points are also no longer a thing. Instead you will spend the <br />experience you funnel into your gun to level talents similar to normal exp <br />spending.<br />Some talents have been removed, some have been merged into other talents. <br /><br />You will now be able to immediately select your mastery (shotgun, rifle, <br />dual wield) from first login. Keep in mind that talent resetting will not <br />be available moving forward.<br /><br />Gunslingers now have a base 20% manashield. Grit increases this by 3% per <br />talent level up to 50% total manashield.<br />They now gain additional toughness if they remain in combat for long <br />enough.<br /><br />Shelling:<br />The penalty for using a shotgun has been lowered.<br />Cost increased from 25 to 35.<br /><br />Quickdraw:<br />The penalty for using a shotgun has been lowered.<br />Now gains bonus damage from using cartridges, similar to shelling and fan <br />the hammer.<br /><br />Coin Toss:<br />Now executes the correct events if you are in combat.<br /><br />Player characters will be reset after the end of the testing phase, which <br />will end on August 1st 2023.<br />]]>
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<pubDate>Mon, 26 Jun 2023 22:03:05 PST</pubDate>
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<title>Jugger amulet - Chaitan
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<guid isPermaLink="false">/rss/changeboard.php/id/6523/board/changeboard</guid>
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<![CDATA[Jugger were promised they could wear amulet. Apparently this<br />did not work until I just now fixed it again.<br />]]>
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<pubDate>Fri, 23 Jun 2023 08:00:56 PST</pubDate>
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<title>Warrior Whirlwind Skill - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6522/board/changeboard</guid>
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<![CDATA[Warriors,<br /><br />As a thematic trial, whirlwind now receives a moderate bonus <br />to the damage it does if you happen to be dual-wielding.  The<br />idea is that flinging yourself into a frenzy with two weapons<br />equates to more opportunities to land blows due to the extra<br />arm/hand.  Let&apos;s see how this plays out for players and NPCs.  <br />If it&apos;s OP, we can just undo it.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Thu, 22 Jun 2023 21:17:54 PST</pubDate>
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<title>Paladins - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6521/board/changeboard</guid>
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<![CDATA[* PURGE OATHS now prompts you to let you know that using it will kill you <br />and cost you a deaths worth of EXP.<br />* AVENGING SPIRIT now grants a small amount of bonus xp based upon hero <br />level.<br />]]>
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<pubDate>Sat, 10 Jun 2023 20:49:12 PST</pubDate>
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<title>Conintue Resting - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6520/board/changeboard</guid>
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<![CDATA[If you are a class that has a feature to allow you to continue resting to <br />pick-up class/subclass specific features (Unicorns, Samurai, others) then <br />you will lose your rest penalties once you are at full hp/sp (where others <br />would typically stop quickhealing).<br /> <br /> <br />]]>
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<pubDate>Sat, 10 Jun 2023 16:15:18 PST</pubDate>
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<title>Samurai Atteunements - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6519/board/changeboard</guid>
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<![CDATA[PROBLEM IDENTIFIED: When centering you lose your elemental attunements. To <br />maintain attunements you must leave your center or - when finished - spend <br />many rounds reacquiring them if you wish to enter combat attuned.<br /> <br />SOLUTION: While centering you will continue to pick up new attunements. <br />You will lose old ones as they time out but always pick up the new one <br />while centering. This pick-up only occurs when attunements shift.<br /> <br />PROBLEM IDENTIFIED: Shifting attunements in combat even though its instant <br />now is a pretty big DPS loss. Its usually better to just power through the <br />current fight rather than change stances.<br /> <br />SOLUTION: When you change to your active attunement you will do an <br />additional elemental strike that is about twice as strong as the <br />elemental-strike that rides alongside your critical. This will <br />dramatically lessen the DPS loss and also keep your other attacks buff.<br />]]>
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<pubDate>Thu, 08 Jun 2023 19:55:53 PST</pubDate>
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<title>Samurai Sweep Skill - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6518/board/changeboard</guid>
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<![CDATA[Tom Cruise&apos;s Brethren,<br /><br />The sweep skill should now honor any special effects that<br />your weapon might have (vampiric, wounding, venom, etc) <br />in the same way that a normal combat strike would.<br />Previously it ignored them completely.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Mon, 05 Jun 2023 14:47:48 PST</pubDate>
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<title>Trolls / Knights - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6517/board/changeboard</guid>
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<![CDATA[The NPCs were having some guts issues. This is hopefully fixed. They should <br />be quite a bit tankier but also may run out of sp faster.<br />]]>
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<pubDate>Thu, 01 Jun 2023 16:28:29 PST</pubDate>
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<title>Paladin Respec Ending - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6516/board/changeboard</guid>
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<![CDATA[As of June 10th (or a few days after) Paladin respec will change.<br /> <br />1) When you purgeoaths you will die.<br />2) You will be automatically transported to a temple.<br />3) You will return to life at full xp loss.<br />4) You will logout.<br />5) Your oaths will be reset.<br /> <br />If you want to mess with any configurations the next week and a half are <br />the time.<br />]]>
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<pubDate>Tue, 23 May 2023 23:25:29 PST</pubDate>
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<title>FIREDRAKE + EMBER pt 2 - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6515/board/changeboard</guid>
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<![CDATA[* FIRE DRAKE skills have been reconfigured to somewhat follow a growing <br />dragon.<br /> <br />* The skill CINDER STORM has been added.<br /> <br />* EMBER and CINDER STORM are EMBER-SKILLS.<br /> <br />* Executing an EMBER-SKILL increases the likelihood attacks will add <br />embers briefly.<br /> <br />* STRAFE now benefits from embers.<br /> <br />* CINDER STORM can only be done when the terrain has OVER CHARRED.<br /> <br />* The chance of creating OVER CHARRED terrain is based upon damage being <br />done.<br /> <br />* HEROIC DRAGONS are somewhat better at creating OVER CHARRED terrain.<br /> <br />Now you have something to do sometimes between strafes. Maybe.<br />]]>
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<pubDate>Thu, 18 May 2023 23:20:39 PST</pubDate>
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<title>Hunter Snipe - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6514/board/changeboard</guid>
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<![CDATA[There was a bug in snipe that allowed you to stack penetrates endlessly. <br />This issue should be resolved now.<br /><br /><br />~DP<br />]]>
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<pubDate>Wed, 17 May 2023 07:26:20 PST</pubDate>
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<title>Ember pt 1 - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6513/board/changeboard</guid>
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<![CDATA[* Ember has been reconfigured to more closely resemble an earlier state.<br />** Ember is now an instant skill.<br />** Ember still reduces combat slightly.<br />** Ember once again grants a single extra attack.<br />** Ember provides fewer embers upon your foe to alight with burn.<br />** Thats fine though right because its instant so you can quantity over <br />quality?<br />** Ember is a really good low level dragon skill as tail once was.<br /> <br />* Fire Drakes weaponry will now sometimes stir embers upon their foe <br />adding a very small amount of additional embers.<br />** You will get a message when this occurs. The amount of embers is based <br />upon your ember skill.<br /> <br /> <br />Ember changes shall return ....<br />]]>
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<pubDate>Tue, 16 May 2023 23:18:33 PST</pubDate>
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<title>Char - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6512/board/changeboard</guid>
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<![CDATA[The village below raises the alarm as the mighty Fire Drake crests the <br />horizon. Far from the reach of their slings and arrows the mighty creature <br />moves into a dive furling its wings as it inhales sharply and strafes the <br />denziens below charring the villager and hut with its supremacy before <br />landing to finish its dread errand.<br /> <br /> <br />I have made the following changes:<br />* The char skill is now passive (you can no longer cast it).<br />* Burn will now char the the land based upon the damage it does to each <br />creature.<br />* Strafe will now char the land based upon the damage it does to each <br />creature.<br /> <br />* The char skill represents the Fire Drakes ability to spread destruction <br />and collaterally char the area.<br /> <br /> <br />PLAYTIME CHANGE: You can no longer pre-char an area BUT because your fire <br />attacks char the area the maximum amount of char is now equal to your char <br />skill and is not reduced by an activation roll. So when it finally caps it <br />will be between 0 and 100 points higher than it was previously (lets call <br />it an average of 50) which is enough to get you to the next % level.<br /> <br /> <br />]]>
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<pubDate>Tue, 16 May 2023 22:50:27 PST</pubDate>
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<title>This board - Fingolfin
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<guid isPermaLink="false">/rss/changeboard.php/id/1/board/changeboard</guid>
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<![CDATA[This Board is the universal changes board for the<br />coders of Tsunami.<br /><br />Changes will be posted here as well as in<br />the affected guilds.<br /><br />Fingolfin<br />]]>
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<pubDate>Mon, 04 Oct 1999 19:56:41 PST</pubDate>
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