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<title>Tsunami Changes Board RSS Feed</title>
<link>http://tsunami.thebigwave.net</link>
<description>Changes Board</description>
<language>en-us</language>
<ttl>60</ttl>
<atom:link href="/rss/changeboard.php" rel="self" type="application/rss+xml" />
<pubDate>Thu, 10 Sep 2026 23:35:43 PST</pubDate>
<lastBuildDate>Thu, 10 Sep 2026 23:35:43 PST</lastBuildDate>
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<title>Vending Machine + Token ROom - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6922/board/changeboard</guid>
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<![CDATA[Wartoken Room : All prestiges can use this room again<br />Vending Machine: All but shaolin can use it again :)<br /><br /><br />DP<br />]]>
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<pubDate>Thu, 10 Sep 2026 23:35:43 PST</pubDate>
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<title>Jinn - BETA - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6921/board/changeboard</guid>
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<![CDATA[I have essentially completed all of the components of the &quot;Jinn&quot; class.<br /> <br />Including two spells: &quot;Banquet of Boundless Power&quot;, and &quot;Infinite Cosmic <br />Power&quot;<br /> <br />You can now xp a test-Jinn to 19+4.<br /> <br />I anticipate this class going live after I complete coding their short <br />quest (class will be gained similarly to Gunslinger).<br /> <br />Please provide feedback in discord as you are able.<br /> <br />REMINDER: When the class goes live it will be renamed and so your testing <br />progress will not carry forward.<br />]]>
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<pubDate>Sun, 06 Sep 2026 22:33:18 PST</pubDate>
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<title>Reckless attack - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6920/board/changeboard</guid>
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<![CDATA[Barbarian reckless attack is now 50% str, 25% dex and 25% con.<br />Thanks to Isgor for pointing out skills full and help file inconsistency.<br />]]>
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<pubDate>Sat, 05 Sep 2026 21:24:24 PST</pubDate>
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<title>Gen_eq drop rate - Disdain
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<guid isPermaLink="false">/rss/changeboard.php/id/6919/board/changeboard</guid>
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<![CDATA[I have increased the drop rarity pool for LOOT on kill gen_eq eq drops. Far <br />fewer drops will be common. Everything else is increased. Doubled the <br />chance for legendary and masterwork drops.<br />]]>
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<pubDate>Fri, 28 Aug 2026 02:54:42 PST</pubDate>
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<title>Replay command - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6918/board/changeboard</guid>
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<![CDATA[I have slightly modified how the replay command looks. Absorbed amount is <br />now listed in a separate column and the damage type now lists full damage <br />type name (previously truncated).<br />There is a special support for the blind mode settings, but I hope it <br />works also.<br />In case it still looks messed up for you (there are so many various <br />settings, clients etc.), please let me know.<br />]]>
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<pubDate>Tue, 25 Aug 2026 21:01:23 PST</pubDate>
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<title>Gen_eq resistance and perception features reduced - Disdain
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<guid isPermaLink="false">/rss/changeboard.php/id/6917/board/changeboard</guid>
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<![CDATA[Resistance and perception features have been reduced retroactively. Both <br />are now capped at level 10, and have reduced effect per level. Their <br />feature cost has been reduced, allowing more room on items to max a <br />feature or add other features<br />]]>
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<pubDate>Mon, 24 Aug 2026 19:10:45 PST</pubDate>
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<title>Unusable gen_eq flag in inv - Disdain
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<guid isPermaLink="false">/rss/changeboard.php/id/6916/board/changeboard</guid>
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<![CDATA[I added a red * to the front eq short desc for unusable kit. now when you <br />look at what is in inventory there is a visual for things you cant use<br />]]>
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<pubDate>Mon, 24 Aug 2026 15:08:38 PST</pubDate>
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<title>Gen_eq: Auspicious feature added to shields - Disdain
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<guid isPermaLink="false">/rss/changeboard.php/id/6915/board/changeboard</guid>
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<![CDATA[The auspicious feature can now land on shields.<br />]]>
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<pubDate>Sat, 22 Aug 2026 20:03:29 PST</pubDate>
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<title>Vampire Skills - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6914/board/changeboard</guid>
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<![CDATA[Fixed situations where vampires were losing skills that come with races.<br /> <br />]]>
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<pubDate>Mon, 17 Aug 2026 22:25:09 PST</pubDate>
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<title>General shops - buyback option - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6913/board/changeboard</guid>
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<![CDATA[There is now a &quot;buyback&quot; flag for each item you sell so you can buy it back <br />at the price you sold it to the shop. This was implemented by Disdain and <br />not posted because he is probably too busy coding another awesome stuff.<br />Please keep in mind there is a cleanup routine so if you sell many items <br />and reach the stock limit (400 unique items), based on previously modified <br />rules (see post 381), some of the items might be immediately cleaned up <br />and may not be available for buyback.<br /><br />I just added &quot;list buyback&quot; option (for all available filtering details <br />please see &quot;help store&quot;) - currently only for the Mainland Shop(w, s, w <br />from CoT), but if all goes well, it should apply to all shops across <br />Tsunami soon.<br />]]>
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<pubDate>Fri, 14 Aug 2026 22:25:02 PST</pubDate>
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<title>Finger Update - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6912/board/changeboard</guid>
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<![CDATA[If a class is in its design or testing-phase the setting that keeps the <br />item off &quot;help subclass&quot; will now also conceal the race / class / subclass <br />in finger.<br />]]>
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<pubDate>Wed, 12 Aug 2026 22:10:55 PST</pubDate>
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<title>SAMURAI Kukan-do Style - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6911/board/changeboard</guid>
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<![CDATA[Someone suggested Kukan-Do style wasnât very great. So un-great that you <br />should basically ignore it when it pops up even though thats Samurais <br />whole thing now.<br /> <br />How un-great was it?<br /> <br />If you rolled a 150 on your skill roll (roughly average at 200 skill).<br /> <br />Every 5 rounds you would gain: 0 to 3 SP<br /> <br />Meanwhile every round you were penalized:<br />About 300 Combat and 300 Awareness &#x3C;- This is not a joke<br /> <br />CHANGE: NO PENALTY for being in Kukan-do<br />CHANGE: I tweaked the out-of-war sp throughput and in and out of war <br />timing slightly.<br /> <br />Its no mega heal but its probably worth styling to to get the warp strike <br />on your sword by attuning to it.<br />]]>
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<pubDate>Wed, 05 Aug 2026 23:48:55 PST</pubDate>
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<title>Warlord Enlistee&apos;s - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6910/board/changeboard</guid>
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<![CDATA[There was an unintended oversight with enlisting NPC&apos;s keeping their <br />overtuned stats, that loophole has been fixed and now hero enlistee&apos;s now <br />cap out at their subclass max stats.<br /><br /><br />DP<br />]]>
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<pubDate>Wed, 05 Aug 2026 10:39:47 PST</pubDate>
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<title>Setenv terminal truecolor - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6909/board/changeboard</guid>
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<![CDATA[We now *hopefully* support Truecolour and or Hex colour codes. welcome to <br />2026 i guess?<br /><br /><br />DP<br />]]>
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<pubDate>Wed, 05 Aug 2026 08:06:34 PST</pubDate>
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<title>Achievements System - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6908/board/changeboard</guid>
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<![CDATA[I&apos;ve added achievements for Killquests along with an achievements command <br />which will list your completed / uncompleted achievements that are <br />currently in the game. I&apos;ll be adding more over the coming days weeks or <br />until my ADHD takes me in a different direction.<br /><br /><br />~DP<br />]]>
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<pubDate>Tue, 04 Aug 2026 11:41:18 PST</pubDate>
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<title>Shaolin - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6907/board/changeboard</guid>
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<![CDATA[I&apos;ve relaxed the restrictions on specific NPC training so go idle train on <br />them to your hearts content. Just don&apos;t act surprised if you get caught <br />trigger healing :)<br />]]>
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<pubDate>Mon, 03 Aug 2026 07:06:31 PST</pubDate>
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<title>Warlords - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6906/board/changeboard</guid>
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<![CDATA[NPC Warlord&apos;s enlistee&apos;s and possibly PC mercenaries should have proper <br />races now<br />]]>
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<pubDate>Sun, 02 Aug 2026 13:03:48 PST</pubDate>
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<title>Shaolin - stance damage messages - Nacho
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<guid isPermaLink="false">/rss/changeboard.php/id/6905/board/changeboard</guid>
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<![CDATA[I have made considerable changes to stances and their respective damage <br />messages.<br /><br />I have changed it so that &quot;punch, kick, throw&quot; will now reflect what <br />stance you are in.<br /><br />e.g., If you are now in drunken stance, your punch, kick, throw messages <br />will reflect that you are fighting like a drunkard.  <br /><br />In theory there are about 113k possible distinct messages, if you notice <br />anything off, please let me know.<br /><br />Nacho.<br />]]>
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<pubDate>Sun, 02 Aug 2026 07:22:50 PST</pubDate>
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<title>Re: mug and gen_eq - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6904/board/changeboard</guid>
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<![CDATA[On Sun Aug 02 00:39:59 2026, Disdain wrote:<br />&gt; today I realized that you can mug could mug eq off low level monsters <br />&gt; effectively bypassing the 5 level cap on kill. this has been loophole <br />has <br />&gt; been closed. mug is now prevented agains monsters more than 5 levels <br />lower<br />&gt; <br />&gt; in making changes to mug, i added a steal resistance value to gen_eq <br />&gt; items. the more valuable the item, the more likely its owner will want <br />to <br />&gt; hold on to it and induce higher fail rates with mug skill. in making <br />this <br />&gt; change and testing values, i realized that the previous mechanism for <br />&gt; resisting mug was nearly useless ( at level 25 anyway ) and my testchar <br />&gt; was 100% successful in mugging items from equal level monsters. I dont <br />&gt; feel that should be the case. it should be difficult to mug items from <br />&gt; equal level monsters. so i made changes to how mug is resisted. its now <br />&gt; harder to mug items... other alike skills such as entice will be changed <br /><br />&gt; soon as well<br />&gt; <br />Unique items may no longer be stolen from NPCs as well. <br />]]>
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<pubDate>Sun, 02 Aug 2026 03:19:19 PST</pubDate>
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<title>Mug and gen_eq - Disdain
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<guid isPermaLink="false">/rss/changeboard.php/id/6903/board/changeboard</guid>
<description>
<![CDATA[today I realized that you can mug could mug eq off low level monsters <br />effectively bypassing the 5 level cap on kill. this has been loophole has <br />been closed. mug is now prevented agains monsters more than 5 levels lower<br /><br />in making changes to mug, i added a steal resistance value to gen_eq <br />items. the more valuable the item, the more likely its owner will want to <br />hold on to it and induce higher fail rates with mug skill. in making this <br />change and testing values, i realized that the previous mechanism for <br />resisting mug was nearly useless ( at level 25 anyway ) and my testchar <br />was 100% successful in mugging items from equal level monsters. I dont <br />feel that should be the case. it should be difficult to mug items from <br />equal level monsters. so i made changes to how mug is resisted. its now <br />harder to mug items... other alike skills such as entice will be changed <br />soon as well<br />]]>
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<pubDate>Sun, 02 Aug 2026 00:39:59 PST</pubDate>
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<title>Mage dungeon monsters - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6902/board/changeboard</guid>
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<![CDATA[... now wear their equipment properly.<br />]]>
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<pubDate>Sat, 01 Aug 2026 11:19:39 PST</pubDate>
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<title>Shop stock - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6901/board/changeboard</guid>
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<![CDATA[With introduction of gen_eq equipment grind became &quot;the thing&quot;, but the <br />shop stock used to basically just destruct latest 200 items while keeping <br />the first 200 items for whole boot duration.<br />I made a change how shop stock is handled and the long story short, <br />shopkeepers try to always preserve valuable items of each rarity <br />independently on their actual &quot;age&quot;.<br />]]>
</description>
<pubDate>Fri, 31 Jul 2026 09:09:52 PST</pubDate>
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<title>Animality - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6900/board/changeboard</guid>
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<![CDATA[When Marisil first made Beastmaster&apos;s his intention wasn&apos;t to re-create <br />another thief/rogue-like subclass, after discussion with him animality now <br />has a 1 round cast time (up from instant).<br /><br /><br />~DP<br />]]>
</description>
<pubDate>Thu, 30 Jul 2026 13:39:01 PST</pubDate>
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<title>Magda - Disdain
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<guid isPermaLink="false">/rss/changeboard.php/id/6899/board/changeboard</guid>
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<![CDATA[I have edited Magda to provide a purchase &apos;all&apos; command for enchanters. I <br />have added a command list to Magda&apos;s shop room description.<br />]]>
</description>
<pubDate>Wed, 29 Jul 2026 23:10:35 PST</pubDate>
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<title>Gen_eq: light and darkness features - Disdain
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<guid isPermaLink="false">/rss/changeboard.php/id/6898/board/changeboard</guid>
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<![CDATA[this morning I removed the lighting effect from the light and darkness <br />features. Going forward, new loot drops with these features will not alter <br />the light state of a room<br />]]>
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<pubDate>Tue, 28 Jul 2026 01:54:05 PST</pubDate>
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<title>Light messages - Kane
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<guid isPermaLink="false">/rss/changeboard.php/id/6897/board/changeboard</guid>
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<![CDATA[There was a bugs idea to change the lighting feature so<br />that you only get notified of a situation with light if<br />it has a negative impact on you. After digging through the<br />code, realized that those messages can already be toggled<br />off with &quot;setenv no_light_msg 1&quot;, so you no longer get<br />the &quot;It&apos;s dark but you can still see.&quot; messages. If it&apos;s<br />so dark you can&apos;t see (or too bright) then those messages<br />will display as before.<br /><br />Kane<br />]]>
</description>
<pubDate>Sun, 26 Jul 2026 22:20:14 PST</pubDate>
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<title>Samurai NPCs - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6896/board/changeboard</guid>
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<![CDATA[Samurai NPC were never fully updated to account for the affinity system. <br />They should now be much better at using their full suite of skills and <br />styles.<br /> <br />CAREFUL: They might be significantly more damaging.<br />]]>
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<pubDate>Sun, 26 Jul 2026 18:16:13 PST</pubDate>
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<title>Muul Race - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6895/board/changeboard</guid>
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<![CDATA[REMOVE: Custom guts feature to Muul.<br /> <br />ADD: Muul now gains the skill &quot;guts&quot; as a racial skill.<br /> <br />REMOVE: All weapon skill adjustments. Dont see them only as the mace race.<br /> <br />ADD: Muul soft-cap on guts is slightly higher than normal.<br />]]>
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<pubDate>Tue, 21 Jul 2026 20:59:30 PST</pubDate>
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<title>Guts - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6894/board/changeboard</guid>
<description>
<![CDATA[Greetings Denziens of Tsunami,<br /> <br />As some of you know, Guts has a soft-cap. When you reach this soft-cap <br />every points of guts doesnt quite count as much as the points before the <br />soft-cap. This is because it would otherwise be possible for ultra-buffed <br />characters to essentially take a lot of damage in very little HP.<br /> <br />Toxin suggested that I flex the soft-cap slightly higher each hero level. <br />Because otherwise when you soft-cap you never see notable improvement in <br />the skill throughout the rest of its life.<br />This seemed like a good idea. So it has been implemented.<br />]]>
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<pubDate>Tue, 21 Jul 2026 20:56:34 PST</pubDate>
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<title>Changeling Beheading - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6893/board/changeboard</guid>
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<![CDATA[Changelings should hopefully behead corpses automatically when eating <br />corpses / all corpses while in form. If it goes weird please blame Sten.<br />]]>
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<pubDate>Tue, 21 Jul 2026 12:42:48 PST</pubDate>
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<title>Ride skill - Disdain
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<guid isPermaLink="false">/rss/changeboard.php/id/6892/board/changeboard</guid>
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<![CDATA[fixed an issues where centaur players couldnt mount their rider if it was <br />lucky to roll higher level than the player. There was a missing check in <br />the level requirement code to see if the object being mounted was a player <br />and if the rider was that player&apos;s steed.<br />]]>
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<pubDate>Tue, 21 Jul 2026 03:19:29 PST</pubDate>
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<title>Re: Custom Form - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6891/board/changeboard</guid>
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<![CDATA[On Sat Jul 18 14:45:01 2026, Darkpoole wrote:<br />&gt; Custom Form has been permanently retired as it&apos;s a nightmare of a form <br />to <br />&gt; properly balance and basically requires a full rewrite to fully utilise <br />&gt; the skills in its pool table. To offset this I&apos;m going to be going <br />through <br />&gt; the other forms and tweak them as necessary.<br />&gt; <br />&gt; <br />&gt; DP<br />&gt; <br />As promised.<br /><br /><br />â¢ Changeling Form Changes<br /><br />  Fox<br /><br />  - Stronger stealth/scout identity.<br />  - Gains hide, silentwalk, and awareness.<br />  - New slip mechanic: can partially avoid physical attacks, then goes on <br />cooldown.<br /><br />  Turtle<br /><br />  - Stronger defensive identity.<br />  - New shell mechanic: can heavily reduce a physical hit, then goes on <br />cooldown.<br />  - Drowning remains strongly reduced.<br />  - Psychic, sound, and petrify damage are more dangerous to turtle.<br /><br />  Boar<br /><br />  - New momentum mechanic.<br />  - Momentum builds while fighting and fades out of combat.<br />  - Momentum improves attacking and combat.<br />  - New wounded fury mechanic: lower HP adds extra offensive pressure <br />through guts.<br /><br />  Python<br /><br />  - Expanded stomach gameplay.<br />  - Tracks stomach health, capacity, digest, acid pressure, and <br />peristalsis.<br />  - Digest builds while prey is swallowed and fades when empty.<br />  - Peristalsis crushes swallowed targets and is more skill-driven.<br />  - Quickheal is blocked while living prey is swallowed.<br />  - Updated stomach and peristalsis messaging.<br /><br />  Tiger<br /><br />  - New prey focus mechanic.<br />  - Focus builds while attacking the same target.<br />  - Focus improves combat and rake.<br />  - Focus resets or fades when target pressure is lost.<br />  - Stealth handling is improved.<br /><br />  Bear<br /><br />  - New bulk mechanic.<br />  - Bulk builds while fighting and fades out of combat.<br />  - Bulk improves AC, toughness, and resistance.<br />  - Bulk is stronger while hugging/constricting.<br /><br />  Wyvern<br /><br />  - New venom pressure mechanic.<br />  - Pressure builds when repeatedly poisoning the same target.<br />  - Pressure improves toxin and sting strength.<br />  - Pressure fades when target focus is lost.<br /><br />  Balrog<br /><br />  - New inferno mechanic.<br />  - Inferno builds during combat and fades outside combat.<br />  - Inferno strengthens immolate pressure.<br />  - Inferno increases upkeep as it grows.<br />  - Flameblade handling is more reliable.<br />  - Skill focus moved toward burn.<br /><br />  Sphinx<br /><br />  - New high-tier form.<br />  - Guardian/control role.<br />  - Signature skill: shockwave.<br />  - New enigma mechanic.<br />  - Enigma builds in combat and from mystical damage.<br />  - Enigma improves shockwave, awareness, resistance, intimidation, <br />combat, and armour.<br /><br />All relevant helpfiles have been updated<br />]]>
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<pubDate>Sun, 19 Jul 2026 14:18:20 PST</pubDate>
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<title>Rapture and Inspire - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6890/board/changeboard</guid>
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<![CDATA[Rapture will no longer stack on inspire.<br />]]>
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<pubDate>Sat, 18 Jul 2026 17:38:00 PST</pubDate>
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<title>Protect - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6889/board/changeboard</guid>
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<![CDATA[Greetings Denziens of Tsunami,<br /> <br />I have completely rewritten protect. It should now be a nice little <br />defensive &quot;buff&quot; to squishier party members at the expense of more &quot;tough&quot; <br />party members.<br /> <br />Please review the helpfile.<br /> <br />Test it out! Let me know what you think!<br />]]>
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<pubDate>Sat, 18 Jul 2026 17:33:20 PST</pubDate>
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<title>Python Form - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6888/board/changeboard</guid>
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<![CDATA[Python form should now (hopefully) actually be usable now <br />]]>
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<pubDate>Sat, 18 Jul 2026 15:13:07 PST</pubDate>
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<title>Custom Form - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6887/board/changeboard</guid>
<description>
<![CDATA[Custom Form has been permanently retired as it&apos;s a nightmare of a form to <br />properly balance and basically requires a full rewrite to fully utilise <br />the skills in its pool table. To offset this I&apos;m going to be going through <br />the other forms and tweak them as necessary.<br /><br /><br />DP<br />]]>
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<pubDate>Sat, 18 Jul 2026 14:45:01 PST</pubDate>
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<title>Lifebloom - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6886/board/changeboard</guid>
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<![CDATA[Morning,<br /><br /><br />There was an interesting issue I found when playing unicorn and lifebloom <br />while in a party, if the unicorn logged off before a heart_beat process <br />was checked the resulting party members would have a permanent lifebloom <br />buff until relogging, The issue has been fixed (ty for the bug report)<br /><br />DP<br />]]>
</description>
<pubDate>Fri, 17 Jul 2026 13:33:17 PST</pubDate>
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<title>Protect - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6885/board/changeboard</guid>
<description>
<![CDATA[Ive disabled protect for the moment. It had some recursion going on.<br /> <br />This is my punishment for stealing and old skill.<br /> <br />I will try and fix it this weekend.<br />]]>
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<pubDate>Thu, 16 Jul 2026 19:54:14 PST</pubDate>
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<title>Tsu BDay: Extended - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6884/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />Tsunami&apos;s Birthday event is now a week-long affair.  It will end<br />this year on July 20th.  Get in here and milk it for all it&apos;s worth,<br />and be sure to thank Darkpoole for being so generous.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Wed, 15 Jul 2026 10:52:04 PST</pubDate>
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<title>Trickster Spiders - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6883/board/changeboard</guid>
<description>
<![CDATA[Life Spider&apos;s HP has been increased (roughly doubled) to try and combat <br />their frailty in AoE situations. <br />They should also hopefully break intimidate a lot more now (still testing <br />so please let me know)<br />]]>
</description>
<pubDate>Tue, 14 Jul 2026 15:04:50 PST</pubDate>
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<title>Gen_eq 2-hsword - Disdain
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6882/board/changeboard</guid>
<description>
<![CDATA[found a mess up where what should have been 2-hswords were defined as <br />&quot;sword&quot; but still 2 handed. this has been corrected. reworked gen_eq <br />randomizer for 2-hsword drops. you should be able to find 2-hswords now<br />]]>
</description>
<pubDate>Tue, 14 Jul 2026 05:26:56 PST</pubDate>
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<item>
<title>Gen_eq weapons WC - Disdain
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6881/board/changeboard</guid>
<description>
<![CDATA[Gen_eq weapons now suffer a decreased max WC penalty for installed <br />features. this should bring final WC up a bit on them.<br />]]>
</description>
<pubDate>Sun, 12 Jul 2026 13:49:00 PST</pubDate>
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<item>
<title>Gen_eq mastery feature - Disdain
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6880/board/changeboard</guid>
<description>
<![CDATA[New mastery drops will grant higher skill bonuses per feature level. <br />Feature level cap has been reduced. 2 handed weapons now get double <br />+skill. All mastery weapons can now be wielded even if you dont have the <br />skill.<br />]]>
</description>
<pubDate>Sun, 12 Jul 2026 13:47:28 PST</pubDate>
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<title>New Gen_EQ Armour Features - Marisil
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6879/board/changeboard</guid>
<description>
<![CDATA[Greetings,<br /><br />Three new armour features have been added to gen_eq:<br /><br />- Courage: intimidate suppression (like what alcohol gives you)<br />- Cushioning: blunt/crushing AC<br />- Daunting: +intimidate<br /><br />Enjoy.<br /><br />Cheers,<br />Marisil<br />]]>
</description>
<pubDate>Sat, 11 Jul 2026 18:36:19 PST</pubDate>
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<item>
<title>Vendatron 87545 - Ghyath
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6878/board/changeboard</guid>
<description>
<![CDATA[There is a new item in Vendatron 87545. Those who know will know.<br />I also slightly adjusted some of the prices.<br />]]>
</description>
<pubDate>Sat, 11 Jul 2026 08:59:58 PST</pubDate>
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<item>
<title>Phantasm Peace Cheese - Marisil
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6877/board/changeboard</guid>
<description>
<![CDATA[Greetings,<br /><br />There was a bug with the phantasm Illusionist spell that allowed<br />it to continue to damage a peaced target if it was cast on the <br />target before the peace was applied.  This has been fixed.<br /><br />Cheers,<br />Marisil<br />]]>
</description>
<pubDate>Thu, 09 Jul 2026 09:12:57 PST</pubDate>
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<item>
<title>Centaur Arena - Disdain
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6876/board/changeboard</guid>
<description>
<![CDATA[I completed some work on the centaur arena. it is now functional. However, <br />it is still a work in progress and will be subject to future changes.<br />The arena is privately instanced for single solo players or parties. Once <br />you leave your instance, you can not go back into it.<br />The portal in the big centaurs has been unrestricted. Enter at your own <br />risk...<br />]]>
</description>
<pubDate>Wed, 08 Jul 2026 05:09:02 PST</pubDate>
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<title>*Chuckle I&apos;m in Danger* - Darkpoole
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6875/board/changeboard</guid>
<description>
<![CDATA[Good news everybody!<br /><br /><br /><br /><br /><br />Wererat Fighters, Mages, Necromancers, Zurreal, Amythin and She&apos;ol are now <br />minion typed, which may make kyldiss just that *little bit* more <br />challenging before I go through and change the rest over. oh also there&apos;s <br />a new hidden area in there. go find it!<br /><br /><br />DP<br />]]>
</description>
<pubDate>Wed, 08 Jul 2026 01:57:25 PST</pubDate>
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<item>
<title>Knight Weapons - Burlok
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6874/board/changeboard</guid>
<description>
<![CDATA[Knights can now also use daggers and axes.<br />]]>
</description>
<pubDate>Thu, 02 Jul 2026 22:31:39 PST</pubDate>
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<item>
<title>Werewolf Slam Pt. 2 - Marisil
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6873/board/changeboard</guid>
<description>
<![CDATA[Greetings,<br /><br />There used to be a message indicating when a slammed target got<br />back on their feet.  It was mistakenly removed when the skill was<br />converted a while back.  A new message has now been added, so that<br />you will know when you can slam the target again.  Whatever wizard<br />converted this skill and messed this up will be summarily banished<br />and his area closed.<br /><br />Cheers,<br />Marisil<br />]]>
</description>
<pubDate>Wed, 01 Jul 2026 09:28:45 PST</pubDate>
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<item>
<title>Werewolf Slam - Marisil
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6872/board/changeboard</guid>
<description>
<![CDATA[Greetings,<br /><br />Sten found a bug in the Werewolf Slam skill that always caused the<br />target to permanently lose some combat with each use.  This was not<br />the intended behavior, and has been fixed.  Anyone with a hero<br />Werewolf above +10 will be reincarnated immediately as punishment for<br />not reporting this previously.<br /><br />Cheers,<br />Marisil<br />]]>
</description>
<pubDate>Tue, 30 Jun 2026 11:24:39 PST</pubDate>
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<item>
<title>Pod Village Gems - Phil
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6871/board/changeboard</guid>
<description>
<![CDATA[If any of you would have ever spent time in the Pod Village,<br />that I made into an exp pit.  That I spent a decade rewriting<br />before AI.  You would have realized I updated a lot of the items<br />to give bonus&apos; and be beneficial to certain subclasses, by providing<br />bonus&apos; to things that you cant otherwise find a bonus to directly<br />in the game.<br /><br />You also would have noticed that two items of a healing nature were<br />broke.  Thanks to the advent of AI and the fact that it has bothered<br />me for years that I couldnt figure out why they were broke and just<br />pencil whipped them in anyways, I have now fixed these items.<br /><br />Not that any of you will go explore this masterpiece of an area for<br />levels 11-15 (key levels where mobs arent as stacked and plentiful<br />I might add), but nonetheless it is one more thing off the list.<br /><br />All joking digs aside on you guys not going there, I fixed these <br />because it was bothering me.  The items arent really that great <br />unless you get them in war, and I am not even sure its worth the <br />trouble.<br />]]>
</description>
<pubDate>Tue, 30 Jun 2026 04:59:44 PST</pubDate>
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<item>
<title>Pneumatos Ring - Darkpoole
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6870/board/changeboard</guid>
<description>
<![CDATA[Fixed an issue with pneumatos ring not &quot;working&quot; correctly and not giving <br />the pneumatos buff when focused. I also fixed an oversight where you could <br />focus the ring without wearing it. Now you&apos;ll need to wear the ring to <br />interact with it, and removing the ring also removes the pneumatos shadow. <br /><br /><br /><br />If it looks wonky pls let me know.<br /><br /><br />DP<br />]]>
</description>
<pubDate>Mon, 29 Jun 2026 09:26:31 PST</pubDate>
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<item>
<title>Shops and add_eq - Disdain
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6869/board/changeboard</guid>
<description>
<![CDATA[increased gen_eq add_eq sale prices based on item level. now, the higher <br />the level, the higher the percent of max value they are worth<br />]]>
</description>
<pubDate>Sun, 21 Jun 2026 03:51:30 PST</pubDate>
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<item>
<title>The magic slot machine - Disdain
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6868/board/changeboard</guid>
<description>
<![CDATA[I updated symbol chances on the magic slot machine.<br /><br />You are now more likely to land weapons and armour.<br />You are now more likely to land higher quality equipment.<br />You are now less likely to land coins or war tokens.<br />You are now able to land an xp reward.<br />You are now less likely to land an Assassin.<br />You are now more likely to be killed by Assassins.<br /><br />GLHF. Or don&apos;t. Whatever does it for you<br />-Disdain<br />]]>
</description>
<pubDate>Sun, 21 Jun 2026 03:19:43 PST</pubDate>
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<item>
<title>NPC Monk Logic - Marisil
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6867/board/changeboard</guid>
<description>
<![CDATA[Greetings,<br /><br />Monks will no longer relentlessly heal and strike once they<br />enter the mantis stance when low on hit points.  They still<br />have a chance to do so, but it is no longer a guarantee.<br />Previously, they would knock you out and heal themselves over<br />and over, prolonging the fight unnecessarily and griefing the<br />player in the process.<br /><br />Cheers,<br />Marisil<br />]]>
</description>
<pubDate>Mon, 15 Jun 2026 08:37:16 PST</pubDate>
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<title>Krythin, the Marshall-General of Kyldiss - Ghyath
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6866/board/changeboard</guid>
<description>
<![CDATA[Krythin, the Marshall-General of Kyldiss used to act like a special <br />instance of an old (like from 2000?) fighter with many of his skills not <br />being in the game anymore.<br />Now he is up to date, ready to slay you (and Xeriz if possible).<br /><br />Meanwhile I fixed some random, more or less cosmetic, issues in Kyldiss <br />barracks, but if anything breaks, please bug it. Thanks.<br />]]>
</description>
<pubDate>Fri, 12 Jun 2026 23:30:36 PST</pubDate>
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<item>
<title>Ring of the Undead - Vladimir
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6865/board/changeboard</guid>
<description>
<![CDATA[I&apos;ve added a 5 minute cooldown to prevent wear/unwear cheese<br />to replenish follower sp.  The timer begins when you successfully<br />wear the ring, and summon an undead follower.  If, for any reason,<br />you remove the ring (including death), you will not be able to <br />summon another undead follower until the 5 minutes has elapsed.<br /><br />Let me know if there are any issues (other than complaining about<br />the RoU being quoteunquote nerfed).<br /><br />-Vlad<br />]]>
</description>
<pubDate>Wed, 10 Jun 2026 18:16:46 PST</pubDate>
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<item>
<title>Telik&apos;s daughters - Ghyath
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6864/board/changeboard</guid>
<description>
<![CDATA[They now properly use their manticore skill set aka they no longer fail <br />using spikes due to wrong syntax...<br />]]>
</description>
<pubDate>Wed, 10 Jun 2026 16:07:24 PST</pubDate>
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<item>
<title>Soul-sucking feature - Disdain
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6863/board/changeboard</guid>
<description>
<![CDATA[hopefully fixed a bug that was causing soul-sucking to occur around 6-7x <br />more than any other feature. so you shouldnt find as many soul-sucking <br />anymore.<br />]]>
</description>
<pubDate>Tue, 09 Jun 2026 23:15:18 PST</pubDate>
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<item>
<title>Ring of The Undead - Darkpoole
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6862/board/changeboard</guid>
<description>
<![CDATA[Credit to Vladimir for this suggestion - Ring of the Undead can now use <br />&apos;follower commands&apos; - but lose the ability to use fmanashare &#x3C;on/off&gt;<br /><br /><br /><br /><br />I&apos;ll keep an eye on this but without the graveyard exploit it should be <br />more manageable now.<br /><br />~DP<br />]]>
</description>
<pubDate>Tue, 09 Jun 2026 14:46:46 PST</pubDate>
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<item>
<title>Re: Class Mazes - Darkpoole
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6861/board/changeboard</guid>
<description>
<![CDATA[On Tue Jun 09 13:58:06 2026, Darkpoole wrote:<br />&gt; Level&apos;s dropped from 30/35 to 25/30 (N/H)<br />&gt; <br />&gt; <br />&gt; Tier sets removed for now as I plan on doing something a little <br />different<br />&gt; <br />&gt; <br />&gt; More changes to those class mazes to come soon :)<br />&gt; <br />&gt; <br />&gt; ~DP<br />&gt; <br />The non-boss mobs are now grunts, rather than experts, should make them a <br />little easier to kill<br />]]>
</description>
<pubDate>Tue, 09 Jun 2026 14:05:52 PST</pubDate>
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<item>
<title>Class Mazes - Darkpoole
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6860/board/changeboard</guid>
<description>
<![CDATA[Level&apos;s dropped from 30/35 to 25/30 (N/H)<br /><br /><br />Tier sets removed for now as I plan on doing something a little different<br /><br /><br />More changes to those class mazes to come soon :)<br /><br /><br />~DP<br />]]>
</description>
<pubDate>Tue, 09 Jun 2026 13:58:06 PST</pubDate>
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<title>Big centaurs, minion_types, and killquest - Disdain
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6859/board/changeboard</guid>
<description>
<![CDATA[minion_types have been removed from big centaurs. The killquest gains a new <br />reward unlock: A portal appears that leads to an arena filled with <br />minion_typed centaurs. At this moment, that portal is disabled as I finish <br />up a few things. Portal should be this week sometime.<br />]]>
</description>
<pubDate>Mon, 08 Jun 2026 01:36:49 PST</pubDate>
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<item>
<title>Re: Pub Kegs - Ghyath
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6858/board/changeboard</guid>
<description>
<![CDATA[On Sun May 03 01:34:24 2026, Darkpoole wrote:<br />&gt; On Fri Apr 17 14:13:52 2026, Darkpoole wrote:<br />&gt; &gt; Big portable pub heals (kegs) were reworked to be HoT-based instead of <br /><br />&gt; &gt; instant HP spikes.<br />&gt; &gt; Each sip now consumes up to 1000 from the keg and applies healing <br />&gt; through <br />&gt; &gt; the alcohol regen system.<br />&gt; &gt; The drunker you are, the less effective each sip becomes (up to a <br />heavy <br />&gt; &gt; reduction), and rapid chain-chugging gets additional <br />penalties/lockout.<br />&gt; &gt; So: best value is from pacing drinks while relatively sober, not <br />&gt; &gt; burst-chugging.<br />&gt; &gt; <br />&gt; &gt; <br />&gt; &gt; ~DP<br />&gt; &gt; <br />&gt; Reverted back to their original design :)<br />&gt; <br />Well, &quot;back to their original design&quot;, but only forgot adding the <br />diminishing return for repeated use. Now it is in place.<br />Meanwhile I introduced another, as Bulrok calls it, minor, but impactful <br />change, of one chug per round. Lets see how this change impacts the common <br />gameplay.<br />]]>
</description>
<pubDate>Fri, 05 Jun 2026 22:23:41 PST</pubDate>
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<item>
<title>Charmed Masters - Burlok
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6857/board/changeboard</guid>
<description>
<![CDATA[Greetings Denziens of Tsunami,<br /> <br />Minions will now suffer significant anxiety when they know their masters <br />are the thrall of another.<br /> <br />This anxiety will make it difficult to perform activities such as casting <br />spells, using skills, fighting, etc.<br /> <br />If there are consequences I have not anticipated in terms of situations <br />where they should perform as expected please feel free to reach out.<br />]]>
</description>
<pubDate>Fri, 05 Jun 2026 02:40:58 PST</pubDate>
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<item>
<title>Kenzoku - Burlok
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6856/board/changeboard</guid>
<description>
<![CDATA[Kenzoku hardcap has been removed. They will now scale beyond level 25.<br /> <br />MONKEYS PAW: They will never be higher than their summoners level - 2.<br />]]>
</description>
<pubDate>Thu, 04 Jun 2026 23:40:57 PST</pubDate>
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<item>
<title>Look command change - Disdain
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6855/board/changeboard</guid>
<description>
<![CDATA[Added ability to &apos;look &#x3C;item&gt; in &#x3C;container&gt;&apos; within your own inventory.<br /><br />ie: &apos;look sword in ks&apos;, &apos;look legendary in backpack&apos;, etc<br />]]>
</description>
<pubDate>Thu, 04 Jun 2026 01:18:18 PST</pubDate>
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<item>
<title>NPC equipped gen_eq [?] - Disdain
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6854/board/changeboard</guid>
<description>
<![CDATA[Last night I implemented an unidentified state on ADD_EQ items generated <br />for NPCs. I meant to post last night but got distracted. Items added to <br />NPCs by add_eq will now show a [?] for their rarity and will not display <br />what features are applied to them. example: &quot;A plate mail [?]&quot;. This <br />allows players to see that NPCs have gen_eq items but maintains the <br />surprise of random generation.<br />]]>
</description>
<pubDate>Wed, 03 Jun 2026 21:31:26 PST</pubDate>
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<item>
<title>Penguins - Ghyath
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6853/board/changeboard</guid>
<description>
<![CDATA[Various penguins of Talamport/Heloca weren&apos;t wearing their equipment <br />properly. Now they do. Please bug them if you find any still broken. <br />Thanks.<br />]]>
</description>
<pubDate>Wed, 03 Jun 2026 19:05:05 PST</pubDate>
</item>
<item>
<title>Wu-Jen changes - Sten
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6852/board/changeboard</guid>
<description>
<![CDATA[Wu-Jen now draw power from the seasons and the moon. Fire burns hotter in <br />summer, water flows stronger in winter, air howls in spring, earth rumbles <br />in autumn, and spirit surges under the bright lunar phases. Check &apos;wulist&apos; <br />to see what&apos;s active. Also fixed ice-bolt and missile which have been <br />pretending to scale with sphere rank since 2009, turns out integer <br />division by 100 rounds to zero. Who knew. o.O<br />If anything breaks blame me.<br />XO<br />Sten<br />]]>
</description>
<pubDate>Mon, 01 Jun 2026 17:00:02 PST</pubDate>
</item>
<item>
<title>RE: NPC equipped gen_eq - Disdain
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6851/board/changeboard</guid>
<description>
<![CDATA[I removed the cap on item rarities for ADD_EQ worn or wielded by NPCs. I <br />added a new rarity chance pool so generic monsters have slightly lower <br />chances at higher rarities than before, minion_typed monsters have <br />slightly better chances, but still low.<br /><br />LOOT generated on kill has the best chance of higher rarities and I have <br />slightly increased those chances with this change.<br /><br />Going forward, if you kill a monster that is more than 5 levels below you, <br />any ADD_EQ it may have had will be destroyed. This is in line with the <br />current system where you do not get gold or loot drops from monsters more <br />than 5 levels below you.<br /><br /><br />some things may need to be reloaded for these changes to take effect.<br />]]>
</description>
<pubDate>Mon, 01 Jun 2026 06:01:19 PST</pubDate>
</item>
<item>
<title>NPC equipped gen_eq rarity - Disdain
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6850/board/changeboard</guid>
<description>
<![CDATA[NPCs that come equipped with gen_eq have been capped at various rarities <br />relative to their minion_type. untyped npcs wont spawn greater than rare. <br />low minions can spawn legendary. expert or greater may generate <br />masterworks.<br />]]>
</description>
<pubDate>Sun, 31 May 2026 22:00:38 PST</pubDate>
</item>
<item>
<title>Forged eq visuals - Disdain
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6849/board/changeboard</guid>
<description>
<![CDATA[Forged mythic eq now includes &apos;forged&apos; at the beginning of its short desc <br />and contains the crafters name in the long desc. Should also properly <br />display as not savable<br />]]>
</description>
<pubDate>Sun, 31 May 2026 18:33:47 PST</pubDate>
</item>
<item>
<title>Subclassed monsters and wielded gen_eq weapons - Disdain
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6848/board/changeboard</guid>
<description>
<![CDATA[i found a issue where some npcs were cloning and wielding gen_eq weapons <br />before wielding their own kit they were designed to use. this should be <br />corrected now.<br />]]>
</description>
<pubDate>Sun, 31 May 2026 13:36:27 PST</pubDate>
</item>
<item>
<title>Bloodbelt - Darkpoole
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6847/board/changeboard</guid>
<description>
<![CDATA[Bloodbelt will no longer dest on death (hopefully)<br />]]>
</description>
<pubDate>Fri, 29 May 2026 13:13:08 PST</pubDate>
</item>
<item>
<title>Monster equipped gen_eq sale values - Disdain
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6846/board/changeboard</guid>
<description>
<![CDATA[Gen_eq from monsters that are wearing or wielding it ( add_eq ) is now <br />valued at 10% on sale to the store.<br />]]>
</description>
<pubDate>Thu, 28 May 2026 11:46:37 PST</pubDate>
</item>
<item>
<title>Monk NPC behavior - Sten
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6845/board/changeboard</guid>
<description>
<![CDATA[Optimized the way NPC monks fight and handle situations they can end up in. <br />While doing that also fixed a bug with focus where the monks would try to <br />pray it even though it was on cooldown. Beware, monks will be slightly <br />more lethal in fights.<br />Hopefully nothing breaks.<br /><br />Cheers<br />Sten<br />]]>
</description>
<pubDate>Tue, 26 May 2026 13:02:36 PST</pubDate>
</item>
<item>
<title>Neverland Killquest - Marisil
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6844/board/changeboard</guid>
<description>
<![CDATA[Greetings,<br /><br />Something very important has been accomplished: all mobs in the<br />Neverland kill quest now can be targeted via &quot;neverlander&quot;.<br /><br />Cheers,<br />Marisil<br />]]>
</description>
<pubDate>Mon, 25 May 2026 15:07:00 PST</pubDate>
</item>
<item>
<title>Dalarian Mage Tower - Disdain
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6843/board/changeboard</guid>
<description>
<![CDATA[I have converted the mages and Khadgar to the minion_type system and given <br />them add_eq. They will now be very slightly harder and come equipped with <br />gen_eq. Happy farming.<br />]]>
</description>
<pubDate>Sat, 23 May 2026 22:05:53 PST</pubDate>
</item>
<item>
<title>Magic slot machine - Disdain
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6842/board/changeboard</guid>
<description>
<![CDATA[The magic slot machine has been reworked and is open again.<br />COT, 2d, 2w, s<br />now rewards gen_eq items. Good luck!<br />]]>
</description>
<pubDate>Sun, 17 May 2026 15:19:36 PST</pubDate>
</item>
<item>
<title>Shop list command - Disdain
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6841/board/changeboard</guid>
<description>
<![CDATA[I added more filtration to the shop list. see &apos;help store&apos; for commands.<br />You can now apply a max price filter.<br />&apos;list &#x3C;1000&apos; will show only items costing 100 or less gold<br />]]>
</description>
<pubDate>Thu, 14 May 2026 01:38:59 PST</pubDate>
</item>
<item>
<title>Gen_eq released - Disdain
</title>
<guid isPermaLink="false">/rss/changeboard.php/id/6840/board/changeboard</guid>
<description>
<![CDATA[Gen_eq is now released and lockerable. happy hunting.<br /><br />Two caveats:<br />1) if any major changes occur to this system in the future, all gen_eq may <br />be purged to start over. ( could happen, probably wont )<br />2) save and restore isnt 100% tested, i cant promise all the features will <br />work right after being restored. we&apos;ll see<br /><br />Good luck.<br />Hope yall find some fun toys!<br />]]>
</description>
<pubDate>Mon, 11 May 2026 05:13:55 PST</pubDate>
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<title>Re: Pub Kegs - Darkpoole
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<guid isPermaLink="false">/rss/changeboard.php/id/6839/board/changeboard</guid>
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<![CDATA[On Fri Apr 17 14:13:52 2026, Darkpoole wrote:<br />&gt; Big portable pub heals (kegs) were reworked to be HoT-based instead of <br />&gt; instant HP spikes.<br />&gt; Each sip now consumes up to 1000 from the keg and applies healing <br />through <br />&gt; the alcohol regen system.<br />&gt; The drunker you are, the less effective each sip becomes (up to a heavy <br />&gt; reduction), and rapid chain-chugging gets additional penalties/lockout.<br />&gt; So: best value is from pacing drinks while relatively sober, not <br />&gt; burst-chugging.<br />&gt; <br />&gt; <br />&gt; ~DP<br />&gt; <br />Reverted back to their original design :)<br />]]>
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<pubDate>Sun, 03 May 2026 01:34:24 PST</pubDate>
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<title>Forestmaster Horn + Pixies - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6838/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />Pixies can now wield the Forestmaster Unicorn horn, as was<br />apparently intended.<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Wed, 29 Apr 2026 10:39:43 PST</pubDate>
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<title>Offwield - Burlok
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<guid isPermaLink="false">/rss/changeboard.php/id/6837/board/changeboard</guid>
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<![CDATA[With the expansion of offwield to Ghants they have been able to offwield <br />some weapons that were not intended.<br /> <br />Specifically: 2-hsword, spear, staff, and polearm.<br /> <br />These weapons are now rejected by offwielding UNLESS there is a setting <br />which would override. For instance, an Ogre could theoretically offwield <br />2-hswords if there was ever a class that had both offhand and 2-hsword.<br />]]>
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<pubDate>Tue, 28 Apr 2026 21:28:36 PST</pubDate>
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<title>Ring of Undead, Barovia graveyard - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6836/board/changeboard</guid>
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<![CDATA[Due to obvious &quot;misuse&quot; of Ring of Undead and Nether&apos;s clone feature (those <br />who explored Barovia enough know well) the following changes have been <br />made:<br />- you can no longer control spawned undead<br />- Barovia grave yard clone feature has been disabled until further notice<br />]]>
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<pubDate>Sun, 26 Apr 2026 16:08:39 PST</pubDate>
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<title>Centaurs - Disdain
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<guid isPermaLink="false">/rss/changeboard.php/id/6835/board/changeboard</guid>
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<![CDATA[The biggest of the centaurs have now given &apos;minion_types&apos;. As a result, <br />they will have higher chances of dropping better loot and more gold, but <br />they will be more difficult to kill.<br />]]>
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<pubDate>Fri, 24 Apr 2026 03:54:41 PST</pubDate>
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<title>Gen_eq and monsters - Disdain
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<guid isPermaLink="false">/rss/changeboard.php/id/6834/board/changeboard</guid>
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<![CDATA[Some monsters will now spawn with gen_eq worn or wielded.<br />]]>
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<pubDate>Fri, 24 Apr 2026 03:51:33 PST</pubDate>
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<title>Trapmaking - Sten
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<guid isPermaLink="false">/rss/changeboard.php/id/6833/board/changeboard</guid>
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<![CDATA[Did quite a lot of cleaning up &quot;behind the scenes&quot; for the traps.<br />Pungi trap: Added the wrong kind of poison to its target which made it <br />very underpowered, this was fixed so now it deals a nice chunk.<br />Snare trap: Added some more types of damage that could &quot;cut&quot; the snare <br />trap rope, fire and bit in addition to what you would think is reasonable <br />as a rope cutting tool.<br />Firepit trap: Cleaned up the skill and upped the damage. Before it would <br />deal 1-2 damage each round at hero levels now its around 20-25damage.<br />Traps in general: More forms are now immue to the traps, incorporeal, <br />wraithform, tunneling worms. Worms will however still trigger any <br />firetraps (you burrowed straight into the pit you silly).<br />Hopefully nothing is very broken but if it is you can blame me and send me <br />a tell.<br />BR<br />Sten<br />]]>
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<pubDate>Thu, 23 Apr 2026 13:44:59 PST</pubDate>
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<title>Trolls - Ghyath
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<guid isPermaLink="false">/rss/changeboard.php/id/6832/board/changeboard</guid>
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<![CDATA[There was an error in calculations of troll damage while berserking. This <br />has been fixed and should be now in line with its creator&apos;s original <br />intentions. And yes, trolls should deal more damage now.<br />]]>
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<pubDate>Mon, 20 Apr 2026 18:49:53 PST</pubDate>
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<title>Native Destruct + Quest Points - Marisil
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<guid isPermaLink="false">/rss/changeboard.php/id/6831/board/changeboard</guid>
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<![CDATA[Greetings,<br /><br />The Native &quot;destruct&quot; skill now gets a bonus from the total<br />quest points your character has obtained.  This will help you<br />to destruct more powerful items.  There&apos;s a hidden mechanic<br />that items have behind the scenes called &quot;ego&quot;, and when this<br />is too high for your current destruct level, you&apos;ll see a <br />message like &quot;it is too powerful for your abilities.&quot;<br />Anyhow, this new bonus will help you to overcome that,<br />assuming you&apos;ve done a bit of questing .<br /><br />Cheers,<br />Marisil<br />]]>
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<pubDate>Sun, 19 Apr 2026 17:51:30 PST</pubDate>
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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 />]]>
</description>
<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 />]]>
</description>
<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>
<description>
<![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 />]]>
</description>
<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 />]]>
</description>
<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 />]]>
</description>
<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 />]]>
</description>
<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>
<description>
<![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 />]]>
</description>
<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>
<description>
<![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 />]]>
</description>
<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 />]]>
</description>
<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>
<description>
<![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 />]]>
</description>
<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>
<description>
<![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 />]]>
</description>
<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 />]]>
</description>
<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>
<description>
<![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 />]]>
</description>
<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>
<description>
<![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 />]]>
</description>
<pubDate>Sat, 04 Apr 2026 11:37:01 PST</pubDate>
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<title>Shaman QoL, Part 3 - Marisil
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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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<![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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<![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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<![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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<![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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<![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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<![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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<![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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<![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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<![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 />]]>
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<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 />]]>
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<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>
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<![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 />]]>
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<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 />]]>
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<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 />]]>
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<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>
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<![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 />]]>
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<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>
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<![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>
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<![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 />]]>
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<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 />]]>
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<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>
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<![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>
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<![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 />]]>
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<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>
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<![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 />]]>
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<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>
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<![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 />]]>
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<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 />]]>
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<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 />]]>
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<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 />]]>
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<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>
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<![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>
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<![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>
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<![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>
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<![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>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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