Changes
What changed in the game, newest first. Copy a day's link to show that day's changes in a forum post.
715 changes on 137 days in 2026
October 2026
79 changes on 17 days
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28 October
Wednesday- Identify now shows what a cooked dish or a pot of steeped tea does when you eat or drink it, and lore shows part of it.
- Iggilwiv now drops rank 90 scraps and Order rank 95 scraps, and both drop pages more often.
- The cabal promotion clock no longer reads an hour short.
- The game now tells you when your tool is a masterwork tool and not a master's tool.
- Master's places now find a master's tool that you keep in your tool roll.
- A master's place now tells you when it has nothing left to teach you.
- Bazaar commissions can now ask for a master's tool (see HELP BAZAAR).
- A master's tool now meets any grade a commission asks for, as long as it has its full edge.
- Bazaar show now includes the edge of a master's tool and any enchanter's mark.
- An empty pot of steeped tea has the container's own name again.
- You can no longer fill or pour into a pot that still holds steeped tea.
- Most seated pieces of plate and leather now come out a little stronger.
- Every seated piece of armor now comes out with room for a cut health, armor, mana, hitroll or damroll stone.
- Flawless stones and stones that improve saves now fit fewer seated pieces of plate and leather.
- Elaris, enchanter of the Fae, now turns a magic item into arcane essence for 500 gold, at the grade an enchanter gets (see HELP HIRE).
- You can no longer disenchant a cut gem.
- Disenchant now refuses a container that holds items, so you do not lose them.
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27 October
Tuesday- A glyph that fades on worn gear can leave a settled mark of half its strength, if the piece has room for it (see HELP GLYPH).
- Smiths, leatherworkers and tailors can now craft munition armor, plain work that is never rare (see HELP CRAFT).
- Jewelers can now socket rare crafted armor at a rank of half its level, and the chisel never ruins it.
- Haste, frenzy, sanctuary and heal no longer reach a dish or a pot of tea.
- The herbs in a meal or a tea now have no effect on members of a cabal that refuses magic.
- Cooking now teaches when the meal is done, not when you start it.
- Alchemists can now distill foraged herbs of tiers 1 to 5 at any rank, and the bottle is as strong as their rank allows.
- Shop stock now teaches a little, up to ten pieces in each trade a day.
- Enchanters can now disenchant up to ten pieces of shop stock a day, and the essence keeps the shop mark.
- Disenchanting a stronger item now teaches an enchanter more.
- Imbue now finds arcane essence in your open bags.
- Jewelers can imbue gems with their own gem dust at full strength, two gems a day (see HELP IMBUE).
- Gem dust no longer turns armor and save virtues backwards, and you can imbue an affected gem again to fix it.
- Plain amulets, bracelets, earrings, diadems and torcs now keep an open seat for a stone.
- A strong stone set in a jeweler's piece makes it rare, the same as at the bench.
- Jewelers with no ingot can work three pieces of the same ore together for the full metal.
- The brokers now put up small lots of trade goods each day, and answer wants that nobody fills within a day (see HELP BAZAAR).
- At login the broker tells you when a buyer wants goods you carry.
- Abandoning a trade now sets it aside, and you get your rank back if you swear to it again (see HELP ABANDON).
- Trades you abandoned before this change come back to the guild book too.
- Master work no longer makes you wait between works, and each work teaches a smaller amount instead (see HELP MASTER WORK).
- Type profession ledger to see how close each of your trades is to its next rank.
- Profession <trade> now shows the rank where each master work stops teaching and how much it teaches each time.
- Masters now get a message when they kill a boss whose page someone else already took.
- Clients that use GMCP can now read your master work progress.
- The trades sheet no longer shows a cap of 100 for trades still below 80.
- Master's pages now teach new works to tailors too (see HELP TAILORING).
- Master's pages now teach new works to enchanters too (see HELP ENCHANTING).
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26 October
Monday- Most lockboxes now hold a few pieces of ore, lumber, herbs, cloth or hide.
- Stow all puts away every item it should, not just the first one.
- The bazaar takes commissions for crafted work (see HELP BAZAAR).
- Master work is open, and HELP MASTER WORK explains how a trade earns ranks 81 to 100.
- Bosses in the end game areas carry master's pages, plans and scraps of pages.
- Four scraps of the same rank make a page.
- Exploring an entire end game area gives a scrap once for each character, and if you explored one before, you get its scrap at your next login.
- Beautifully engraved lockboxes sometimes hold a scrap of a master's page.
- A trainer can tell a crafter of rank 80 where to find a page they have not read (see HELP APPRENTICE).
- Trainers post orders for master work and pay gold for it.
- Some end game areas now hold deep seams, deep pockets, old growth and wild gardens.
- Fishers with a master's rod can fish the deep water in some end game areas.
- From rank 81, gatherers sometimes find rare items or a weathered chart that leads to a cache (see HELP DIG).
- Gatherers of rank 82 can survey an area, and at rank 90 they sense when an area holds master work.
- At rank 88, woodcutters can tap trees for resin, fishers can bait the hook and butchers take horn.
- Some bosses carry a master's cut, such as a hydra's heart, and a butcher with a master's knife can take it.
- Woodcutters of rank 90 can chop wood from some great beasts, and fishers of rank 92 can play a fish on the line.
- From rank 80, fishers find beautifully engraved lockboxes more often as their rank climbs.
- At rank 95, miners sometimes find a vein open again after its last ore, herbalists can sow herbs, and fishers with a deepwater rod can raise a sea beast.
- Master's pages teach new works to smiths, leatherworkers, fletchers, jewelers, alchemists and cooks.
- From rank 84, crafters make finer work as their rank climbs.
- At rank 82, most crafters learn more about their trade's goods when they examine them, and cooks read a dish's infusions and how long it keeps.
- Smiths of rank 80 can forge master tools from plans, and a tempering kit adds edge to a master tool.
- Smiths of rank 80 can smelt tier 6 metal with master's tongs, fold metal at rank 85 and temper a weapon or armor to purpose at rank 88.
- Smiths can make arrowheads and crossbow locks for fletchers.
- At rank 90, masters can make named tools (see HELP NAMED TOOLS).
- Fletchers can make a master's rod and coils of master's line.
- With a master's knife, fletchers of rank 80 can string a bow or a crossbow with giant's sinew or set a heartwood core in it.
- Tailors can work starweave, the tier 6 cloth that herbalists find in wild gardens.
- Five tier 6 herbs grow in wild gardens, and each one puts two spells in a bottle or a dish.
- A cook of rank 80 makes dishes that do not spoil.
- From rank 90, alchemists can do the great work (see HELP TRANSMUTE).
- At rank 90, jewelers can cleave a legendary stone, and leatherworkers can make waxed boots and cloaks against the weather.
- At rank 95, jewelers can force a ring's setting.
- Most trades have a grand work or a grand find at rank 95 (see HELP GRAND WORKS), and the game announces the first of each to every player.
- Rank 100 in a trade makes you a grandmaster.
- There are now 300 true names for godforged weapons.
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20 October
Tuesday- Stow works with tools and charts now.
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19 October
Monday- New command, make. If you lose the tool your trade works with, you can make a basic one by hand, like a stone pick or a bone needle. Type make to see the tools you can make. It takes no materials and works only when you have none of that kind.
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17 October
Saturday- Each meat in a meal can now carry two herbs before more herbs make the meal worse.
- Blood vow no longer takes bless, evil or sharp off a weapon that already had it when the vow runs out.
- A weapon with its own damage type, like a holy weapon, keeps it when an anointment or other weapon spell wears off.
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15 October
Thursday- You can no longer drop an uncooked meal while it cooks, and expect it to cook on its own.
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14 October
Wednesday- Asking for goods at the bazaar now suggests and accepts what the trades make, like ingots, gem dust, cut gems, cloth and dye clusters.
- A request for a dye cluster now finds the cluster on the board.
- Mobs no longer pull you out of shadowform or treeform, except in gauntlets like the Clockwork Gauntlet.
- Treeform costs mana every tick, like shadowform.
- You can't study someone while in shadowform or treeform anymore.
- Closing a checkout on the bazaar page no longer reloads the whole page.
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12 October
Monday- If you have a character still logged into the game while logging into your account, you'll be logged directly into it. If it's not linkdead, you will get a prompt to reconnect.
- Your last played character is clearly marked in the account menu, too.
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11 October
Sunday- The stats page has a new look and now counts PK fights, journals, RP awards, professions and explored areas.
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10 October
Saturday- Maps now show where you are. Read the map of the city you are in, or type map, to see the streets around you with your spot marked, and the places nearby in each direction. Type map all for the whole city.
- New command, directions. Carry a city's map and type directions bank, directions pit, or the name of any place on it, and your map guides you there one room at a time.
- In the web client, maps open in their own window, and the walk button for your next step lights up while your map guides you.
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9 October
Friday- Updated the webclient to be more newbie friendly.
- Clients that use GMCP can now read how hungry and thirsty you are, and whether hunger or thirst can hurt you.
- Anyone can list crafted goods on the bazaar. Sellers who are not Merchants pay the usual fee, and the website shows them under Crafted goods.
- Raw steaks are graded like other meat instead of like wood.
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6 October
Tuesday- Imbuing and combining gems match cut gems first in your inventory.
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5 October
Monday- Gear left in a mob's corpse now crumbles four hours after the corpse rots, and items on the ground keep aging through reboots.
- Shopkeepers and service vendors suggest the item you probably meant when you mistype one, and uncurse no longer charges you for an item you aren't carrying.
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4 October
Sunday- New rangers start with their starting equipment again.
- Lockers no longer show a monthly charge to misers.
- Crafters at rank 80 can attune to legendary materials from their own trade, each one raising their rank cap by one up to 85.
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2 October
Friday- Reboots no longer reset idle timers, so a character idling in limbo stays there and no longer starves after a reboot.
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1 October
Thursday- Cooked meals name their ingredients properly, so a black mushroom no longer turns up in a stew as just "black".
September 2026
98 changes on 17 days
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29 September
Tuesday- Goods from different professions have a much larger timer as you level up, reaching a point when they never crumble or go bad.
- The bazaar page shows dyed goods in their real colour instead of the codes behind them.
- You can search the bazaar by material.
- Lamented tears now hides your health, affects, group and your opponent's condition, including from GMCP clients.
- Turning your prompt off no longer scrambles it.
- Clients that use GMCP can now read your prompt settings, position, language and weather, and keep getting updates with the prompt turned off.
- Clients that use GMCP no longer see secret exits.
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25 September
Friday- A crafted backpack now starts where a shop bought sturdy backpack does.
- Crafted pouches and sheaths hold more and weigh less.
- You can post what you are looking to buy with 'bazaar want', and sellers see it in game or on the bazaar page.
- The website tells you when someone lists goods you asked for.
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24 September
Thursday- Potions and scrolls on the bazaar now show their spells, and weapons show their dice damage.
- Organs, feathers, bark, cloth and dye count as trade materials now, so they weigh nothing in your pack. They can no longer be smoked or steeped into tea, which only destroyed them.
- A butchered heart can be cooked. It counts as a protein.
- A bar of steel is not a fish and no longer cooks as one. Neither does a crabshell.
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22 September
Tuesday- When one of your lots sells, the broker tells you what sold, and tells you once. It used to repeat the same news every time you logged in.
- A sold out lot drops off your list instead of sitting there for good. If one is already stuck, 'bazaar remove' clears it.
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21 September
Monday- A dish names its ingredients properly. Some herbs were printing a number in place of their name, and a cut of meat was printing its quality instead of the cut.
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20 September
Sunday- A wildfire no longer burns down trainers, shopkeepers, healers or brokers, and it cannot finish mobs with lots of health.
- Anything caught in a wildfire now stamps and beats at the flames, so a fire in an inhabited place burns out faster.
- Jewelers with no smith to hand can set a piece straight from raw ore. The dross stays in it and the metal carries about half what a poured ingot does.
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19 September
Saturday- Leatherworkers can work a hide with no bark to hand. The piece comes out a grade poorer.
- Bark you bought no longer marks leather work as shop stock. Your own hide and sinew decide whether your hands learn from it.
- Fletchers can shave shafts with no feathers to hand. Unfletched arrows and bolts hit softer.
- Jewelers with no arcane essence can imbue a gem on their own gem dust. The virtue sets weaker than drawn essence would.
- Cutting a socket into ordinary gear takes half the rank it used to. Rare and unique gear still takes the full rank.
- Looking over a bazaar lot now identifies the goods in full, and tells you which Merchant is selling.
- Typos fixed across a few hundred spells, skills, titles and messages.
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18 September
Friday- The bazaar is open! You can trade goods on the website via theforsakenlands.com/bazaar, or in game using the bazaar command.
- You can buy in game or on the website. A percentage of the sale goes to Merchants.
- You can only collect goods in game at a bank, or loan office.
- Merchants can sell anything in the bazaar, while everyone else is limited to materials at this time.
- Merchants can list rare and unique items. A rare on the board takes the place of one worn, so your gear and your stall share the same slots.
- Rares waiting in your bazaar box still count against the rares you can carry.
- Trade materials weigh nothing in your pack now. They still count toward how many items you can carry.
- A stack of arrows or bolts weighs what is left in it. A half empty quiver weighs half as much as a full one.
- You can abandon a trade once without waiting for 7 days. If you are already waiting out an abandon, that wait is over and the free change is spent.
- Lore and identify tell you what a bag weighs as it is packed, not just what it weighs empty.
- Your locker now holds 200 items.
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17 September
Thursday- Distilling more than one herb at a time increases the exp gained.
- Plants grow in more places across the world than before.
- Monk stances no longer give the full affect regardless of the proficiency.
- When you select something and you get a race prof with it, the game tells you now.
- A masterwork piece shows its maker's mark when you examine, lore or identify it.
- Multiple typos fixed across several skills.
- Anoint weapon should continue to work if you log out and log back in, now.
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16 September
Wednesday- Repair kits now need two ingots of a metal, and a hide depending on the quality. You can now specify the metal to use.
- Masterwork leather, cloth, bows and jewelry now carry their maker's mark, the same as forged gear.
- Control weather no longer has a cooldown. You can cast it as much as you want, and the game will tell you if you're making a difference in real time.
- Control weather messages change based on the region you're in, now.
- Anyone in a region who knows control weather will feel others pull or push it worse or better. The more skilled you are, the more you can deduce which way it's going so you can fight whoever is changing it.
- Casting control weather after someone else, the opposite direction, gives them a distinct message regarding the control of the weather.
- Your prompt can show the climate region you stand in with %G.
- GMCP room data carries the climate region now, so a client can show which sky you are under.
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15 September
Tuesday- Type 'replay clear all' to clear every replay log at once, along with your AFK tells.
- You can now try to butcher a corpse three times before a failed cut ruins it.
- A better skinning knife makes butchering cuts succeed more often, the same way better tools help other gathering trades.
- Carving steaks without a knife no longer gives butchery trade experience on a failed cut.
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14 September
Monday- Areas sit in the right climate region now, so weather matches where you are. Almost the whole world counted as temperate before.
- Eastern and southern mountains and the southern coast are their own climate regions now instead of being counted as northern.
- The world map names each region, tints the ground beneath it, and groups the area list by region.
- Terrain between areas fades back as you zoom out instead of covering the world.
- Rooms in the flat view sit raised off the ground so they stand out from the terrain.
- Up and down exits no longer bury the world view in arrows when you zoom out.
- The world map is a 3D view now. Turn it, tilt it, or switch to a flat top down view.
- Plot a route between any two rooms and follow the steps, including the jumps between areas.
- Pick a floor in a multi level area to bring it forward and dim the rest.
- Terrain fills the ground between areas so you can read the world at a glance.
- Turn sprites, area names, terrain, room exits and area links on and off. The map remembers what you picked.
- The map follows whichever colour scheme you have set.
- Rooms listed on an item page link straight to that spot on the map, and the map says so when a room is not charted.
- The map keeps the same layout between reboots instead of shuffling areas and floors around.
- Schola Mortis sits beside Falen Dara now instead of alone below the world.
- Shots at targets further away are less accurate now, and long range launchers halve that and reach one more room.
- Fletchers at rank 70 make bows that fire fast and crossbows that pierce armor but reload slower.
- Forged armor keeps more of its AC when the metal adds a stat.
- Quartz, lead, copper and iron armor each guard best against a different kind of attack.
- Titanium, mithril, cobalt and gold armor carry a little less AC.
- Crafted armor no longer loses AC to a stat bonus too small to show up.
- Identify and lore show what a jeweler's gem does once set, instead of stats it never gives.
- Rogues get clearer messages when prying an item that is already loose and when practicing traps on a sleeping creature.
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13 September
Sunday- Alchemists need foraged herbs to distill now, and stronger herbs need a higher rank.
- Herbs that were never foraged, like shop herbs, need rank 80 to distill.
- Distilled potions no longer copy what a herb gives when brewed or smoked.
- Enchanters can disenchant from rank 1 now.
- Enchanters can recite inscribed scrolls even if their class can't use scrolls.
- Crafted items use "an" before vowels now, so no more "a amber draught".
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12 September
Saturday- Old mineral veins and trees can only be worked by bards now.
- Crafting with shop-bought materials, or anything made from them, no longer raises your profession rank.
- Organs, feathers and gem dust have their quality in their name now.
- Bounty bags only take heads now, even with dump or put all.
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6 September
Sunday- Jewelers now need a smelted ingot rather than raw ore to make rings, amulets, bracelets or earrings.
- Imbuing a gem requires arcane essence now.
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5 September
Saturday- Professions are live! Find a trainer, and "apprentice" to them, for a small fee.
- Apprenticing to a trainer's professions now requires you to 'confirm', so you don't accidentally apprentice to the wrong trade.
- Gathering now prevents you from gathering more items than you could carry.
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1 September
Tuesday- Exploring Aabahran now provides lasting bonuses for the number of areas you have explored. This is not retroactive.
- Edges are now called talents, and exploring earns them. Type TALENTS to see the ones you hold and what each one does.
August 2026
41 changes on 7 days
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27 August
Thursday- Thrust no longer sets off bone wall and magic strike when it misses. Tackle now sets off magic strike when it lands.
- Dumping one container into another no longer moves nodrop items across. They come out of your bag and stay in your inventory.
- Typo reports got a real board and status rail, and new reports start as open instead of whatever status happened to sort first.
- We now use tokenization to identify nouns and verbs so dishes aren't named weird.
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26 August
Wednesday- The web client no longer loses game output or drops your session again after a connection hiccup. It shows your round trip to the game in the status bar, and /lag lists recent stalls and reconnects.
- You can now reply to a specific post in a forum topic. Replies nest under the post they answer, and its author gets a notification.
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25 August
Tuesday- Sockets that were previously uncursed and placed in a socket should be able to be removed again.
- Your own forum posts no longer show up as unread to you.
- Forum topics now have a history tab that lists edits, moderation actions, and status changes, with who made them and when.
- Post edit markers now show who made the edit. Hover a timestamp to see the exact time.
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22 August
Saturday- You can now choose presets or change colors on the web play client. Open Prefs, Colors while playing.
- Blackjack formula fixed where victim luck wasn't applied to the chance to land.
- Mechanist bombs fixed so they can finally be crafted in different elements based on the source material/item.
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9 August
Sunday- You can now report a forum post to the moderators. Look for the Report button on any post.
- The Prayer Room has been redesigned. It reads as a conversation with the immortals now, showing who replied last instead of an open or answered status.
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5 August
Wednesday- Ram now works on any door that pass door can get through.
- Ram has less lag.
- Stone and storm giants now put their weight into bash like fire and frost giants. Storm strikes with lightning, stone hits twice as hard with pure force.
- Invigorate now skips group members your god dislikes instead of refusing the whole group.
- Casting insect swarm on someone already fighting you no longer makes them yell for help.
- Monks now only get their second parry while empowered defensively. Flowing River monks keep it in any stance.
- Inner focus grants less bonus damage.
- Two-handed effectiveness reduced with kenjutsu just like with ninjas, which was missed during rework.
- Antidote now works like it should. Higher skill was making it fail more often.
- Blowgun expertise now increases chance to bypass missile-shield like effects, and isn't always 100% effective like other throw/shoot sources.
- The stalk damage bonus is now properly random on each hit.
- Bug and typo reports still get posted to the forum even if you don't have a forum account. You should sign up and connect your forum account if you haven't already if you want to update details on your bugs and typos. Really. You should. Also, you get to look at PK logs of your characters. What's not to like here? Why doesn't everyone have a forum account? Weirdos.
- Shadow strike now drains str, dex, or con on every hit, down to -12 each.
- Redirect works on any attacker you dodge, like riposte, not just the one you're fighting.
- Hide is no longer stripped when you log back in.
- A kill from poison dust now credits the thrower.
- Adventurers with a rogue path get their path skills recognized again.
- A kill from a damaging item now credits whoever is carrying it.
- Abduction no longer works on NPCs.
- You can't put an unfinished note in a container.
- The sequencer now says why it failed, and firing an empty one tells you it's empty.
- Blowgun expertise now improves with use.
- Scouring now says when it blinds you.
- Poison no longer kills someone who is mortally wounded from a challenge or bounty.
- Darts and thrown weapons add damroll once per volley instead of on every projectile.
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2 August
Sunday- Reboots are much quicker now. The slowdown came from the PK log system, and fight transcripts older than 90 days now move to an archive instead of weighing down live player data. Old fights are still viewable on the website.
July 2026
3 changes on 2 days
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15 July
Wednesday- Damage over time effects like poison, bleed, suffocation, and lingering shatter keep ticking on mobs that drop out of combat instead of freezing until you re-engage.
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1 July
Wednesday- The typo command now files a report on the forum tagged with the room you were in, like bug.
- Warcry now calls out your deity's name properly instead of yelling a garbled line.
June 2026
45 changes on 14 days
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30 June
Tuesday- Envenom no longer gives you extra mana when you try to poison something it can't.
- Smoke bomb no longer stacks a second blind on a target who is already blinded.
- When bolo'd to the legs, it's clear now when it hits a victim's legs.
- A kill from temporal storm now credits the caster.
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29 June
Monday- Mobs that mercy you now indicate as much instead of saying you have been killed.
- Items you take back out of a pit no longer crumble away.
- More of the fish you catch can now be cooked.
- The who list keeps its columns aligned when a long line wraps to your window.
- No more dangling pointers from bounty expirations.
- A tuned instrument now tells you when it slips out of tune.
- Bash, bodyslam, and any other lag moves now do the correct lag calculations.
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24 June
Wednesday- Pits now purge their contents over time. If you don't get your things, they will decay away.
- Storm giants are no longer zapped by the wood used to build a campfire.
- A campfire left burning and untended in the wilds can spread well past where you set it. Douse it with water or stomp it out before you move on.
- Fishing brings a bite in about half the time it used to. A rare or bigger catch fights the line and takes longer to land, and it slips free if you walk away.
- The most avid fishers have a chance at landing a better fish.
- You can fish while resting now.
- On rare occasions a fishing line pulls up a locked box instead of a fish.
- Frogs can now be cooked into a plate of frog legs.
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19 June
Friday- The land has begun to give up its secrets. Ore, gems, and timber wait in the quiet corners of the world. Their purpose is yet untold.
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14 June
Sunday- Warriors no longer pick up a stray shield bash entry when selecting shield expertise.
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13 June
Saturday- Lore rearranged.
- Perk and proficiency are checked after specialized class lore.
- Bards will no longer see garbage on low duration instruments.
- Cabal numbers:
- Church replaced with Vellichor.
- Now displays as a clean, aligned table.
- Lore rearranged.
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12 June
Friday- Typing fl now flees instead of triggering flurry of blades.
- Illithids no longer gain weapon skills when they change class.
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10 June
Wednesday- Psionicists on the telepathy focus have a longer hypnosis sleep->wake curve.
- Slow is now a mental save and no longer a maledictive save.
- Sockets now apply their restrictions to the parent item.
- Songs no longer save against breath. Each song now uses a fitting save (mental, maledictive, or afflictive).
- Being able to choose MODERATE and HARDCORE at the same time was an oversight, and based on stats tracked so far, it effectively feels like Hardcore players chose it to prevent backpacks and other things from being looted when killed. We've removed this oversight, and all "HARDCORE+MODERATE" players are no longer MODERATE, just HARDCORE.
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8 June
Monday- Cabal area ownership now follows the bastions present. Whoever holds the majority of an area's bastions controls it, and control transfers or drops as bastions are gained and lost instead of sticking to a previous owner.
- A landed bash now lags a mounted paladin for at least a full round. The mount still reduces bash lag, but it can no longer cut it below a round.
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7 June
Sunday- Warrior lore has been reworked; warriors lores are determined by their masteries, and can learn other lores with their proficiencies in various weapons.
- Powergrip has been reworked to apply weapon skill based on the proficiency of the weapon, scaled starting at 101% of the weapon in question.
- Steel storm has been added as the warrior lore for axe.
- All warriors learn doublesheath at level 30.
- Gear that drops into a temple or cabal pit when a corpse decays now survives a world shift instead of being lost.
- Warrior lore has been reworked; warriors lores are determined by their masteries, and can learn other lores with their proficiencies in various weapons.
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6 June
Saturday- Strangle now keeps its target asleep for a tick or two instead of breaking immediately.
- Chakera strikes now only land while in offensive empowerment. The exception is defensive monks in buddha stance, who still land chakeras but deal no bonus damage.
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5 June
Friday- Sleep arrows now actually put the target to sleep.
- Players actually idle out again if AFK.
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4 June
Thursday- Bone spear is now... somehow different.
- Halflings are once again magic resistant.
- Gnomes are no longer vulnerable to charm.
- Tribunal executions now leave the victim's body in the square so it can be resurrected or its soul captured.
- Healer resurrections now restore the death count and any CON loss for victims killed by another player or executed, not just those killed by mobs.
- Group XP no longer drops for members counted last in the group when several people are online.
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1 June
Monday- Iron strikes is now a stance you have to toggle. Damage per strike is about 12% lower than before but still around 22% above non-ironstrike monks. Shattering blow drops the stance until cooldown, and you cannot chii bolt while in stance.
May 2026
50 changes on 17 days
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29 May
Friday- The server now reads your client's terminal size (NAWS). Modern terminals and MUD clients that send the size will get the pager and 'changes' bullets fitted to their window. Older clients stay at the classic 80x24 default.
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28 May
Thursday- PK log detail pages now show race for every combatant and a victim badge with race, class, and level.
- Speech and tell mob/object/room triggers now respect word boundaries, so a trigger phrase like "no" no longer fires on "knowledge" or "announce".
- autocolor 256 setting now persists across logins like the other auto commands, so clients that don't auto-detect get to keep their choice.
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27 May
Wednesday- Fixed a mobprog bug where rp, religion, plr, language and several other if-checks were silently running the wrong comparison.
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25 May
Monday- Web client (/play): updated with new layout, map details, and tick timer.
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24 May
Sunday- Shattering blow, cutpurse, and Armageddon Smash now correctly respect sanctuary, lifeforce, pyramid of force, and other damage-reducing affects. They were silently bypassing all of them.
- Trolls take temporal storm damage normally again. Their racial regen was overriding the storm's tick.
- Stale "adorned with..." short descriptions now clean up if the socket was lost. More socket fixes coming soon.
- Multi-line text editor no longer crashes the server when used on long notes or descriptions.
- Phantom affects (slow, haste, and the like) left lingering by older bugs now clear themselves on login.
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23 May
Saturday- Artificer perk now applies to dart making (auto-trains it on level-up and raises the skill cap).
- Skilled rogues can fashion up to 50 blowgun darts per craft, up from 33.
- Humans who guild from adventurer to another class now get the +1 prime stat for their new class.
- Skills you trained as an adventurer no longer get reset to 1 if your new guild's path grants the same skill.
- PK log snipping no longer hides the opening flavor line of an attack (the line that names the strike now stays with the damage it belongs to).
- Sleeping monks now see chii bolt messages (the bolt connecting, shields breaking) instead of just feeling the damage.
- Asphyxiate now wears off when a duel ends, the same way poison, plague, and dysentery already do.
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20 May
Wednesday- PK fight transcripts no longer flood with room descriptions when fighters move or recall mid-combat.
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16 May
Saturday- Guilding from adventurer no longer resets race skills like transform back to 1.
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15 May
Friday- Threads moved between trackers and prayer rooms now show up in the destination forum.
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14 May
Thursday- Approach now re-arms reliably after stepping away.
- GMCP group data now updates for charmies and during combat.
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12 May
Tuesday- Pit loot follows corpse tier rules for 10 minutes after decay, then opens.
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11 May
Monday- Clan and guild quest creation no longer stalls the world. Quest target picking is now precomputed and near-instant where it could freeze the game for ~100ms before.
- Quest reward CP scales with travel distance. Far-zone slay quests pay up to 2.5x base; find/give/get scale lower since they involve less risk per hop.
- Gauntlet zones (Winter, Desolation, Discord): non-slay quests blocked, slay quests gated to level 50+. Successful gauntlet slay pays 5x CP on top of the distance bonus, so a max-distance level 50 slay caps at 625 CP.
- Monkey-stance double kick: disruption now announces itself instead of applying silently.
- Drunk speech no longer breaks mob and object speech progs.
- Anoint weapon: damage noun no longer drops on wear-off. Deity-specific procs and bonuses fire reliably.
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10 May
Sunday- Weapon procs (flaming, shocking, poison, etc) now fire on individual cooldowns instead of all at once.
- Items with a use cooldown now share that cooldown across every copy you carry. Holding three of the same item no longer lets you bypass the timer by rotating through them.
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9 May
Saturday- Shattering blow can no longer trigger chakera or dragon strike, and can't be defended against
- Dragon stance no longer prints two wear-off messages when it ends
- PK transcripts are preserved when a mob lands the killing blow during a player fight, instead of being lost
- Group tells now reach members who are sleeping, meditating, or stunned
- Items browser: new rarity, weight, and spellforged filters. Filter rows now lay out evenly with consistent control heights, and dropdown checkboxes and tag chips no longer break the layout when the list is long
- Vellichor abilities balanced a little bit more
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4 May
Monday- Monthly rare purge fixed. It was missing two thirds of pfiles and abandoned accounts kept their rares forever. Now sweeps everyone, with 30-day and 60-day idle thresholds clearing the activity and newbie shields. Active and NOPURGE accounts unaffected
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2 May
Saturday- Hometown bug fixed. Adding a new town earlier today bumped everyone's hometown one slot off. Affected players have been remapped
- Faeries and Kaddar can now roll as Rogues
- Speech rewrite. Tells, group tells, says, and yells now share one delivery path. Failed telepathic projections (no mana, no proficiency) are now silent across the board. Recipients see no text, GMCP captures nothing, replay tells records nothing, eavesdrop hears nothing, and mob speech triggers do not fire. Sender still sees the failure message
- Outgoing tells no longer echo back to the sender's GMCP. Naive triggers were treating the echo as if the recipient had just sent a tell. Recipient's incoming-tell packet is unchanged
- Foreign tongues now sound consistent. The same word in the same language always garbles the same way to listeners who don't speak it, so two non-speakers comparing what they heard will see identical text. Hearing a repeat enough times can let a player start picking up vocabulary on their own
- Language proficiency scales fairly. A 70% speaker now comes through roughly 70% clearly instead of the old ~35%. Two skilled parties can hold a real conversation in a shared tongue. Punctuation, capitalization, and short connector words ("I", "to", "of") pass through unchanged
- "note language <tongue>" tags a draft so the body reads as that language. Readers without enough proficiency see it garbled, and the language is surfaced in the note header and list view (or as "foreign" if they have zero proficiency). "note show" exposes the current draft's language
- Re-reading a tagged note can no longer be used to farm comprehension. Each reader sees a stable set of garbled words; improving the language is what reveals more on the next read
- Powerword Fear and Powerword Stun no longer demand a target to cast. Both are room-wide and always have been; the target requirement was a leftover from when only the casting syntax forced one
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1 May
Friday- Cabal rosters fixed. The monthly purge was silently dropping members during cleanup, leaving cabals appearing empty in stat and cabal info
- GMCP clients now receive a World.Moons package with each moon's phase index and phase name plus the eclipse, triad, and near-alignment flags. Updates push when a phase changes, not on every tick
April 2026
88 changes on 23 days
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30 April
Thursday- You can't create multiple corpses of yourself anymore
- Quitting with overlimit will now list rares you will lose
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28 April
Tuesday- Shield cleave's off-hand axe bonus now writes to the off-hand chance instead of the main-hand chance, and the minotaur racial extra on the off-hand now matches the main-hand size. Off-hand axe wielders were silently feeding their bonus to the main hand and minotaurs got double the racial extra they should have
- Headbutt shield penetration now scales with attacker's strength versus the defender's intelligence, same shape as the haymaker fix. The check used to invert at high STR, so a raging berserker had a worse chance to break through than a plain melee
- Loan offers from a Merchant now display a red warning that defaulting brings a Syndicate collector who does not negotiate. The same warning shows again when you list pending offers with 'loan show'
- Defaulting on a loan no longer changes who can attack you in PK. Level and exp ranges are the same as for everyone else
- A Syndicate killer of a defaulter clears the debt outright. No more partial gold seizure or lingering bounty after the kill
- Each Syndicate enforcer that hunts the same defaulter is tougher than the last, with a cap after several visits
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27 April
Monday- The seers who scry for obelisks and starstones now name the actual area where the relic stands instead of a random nearby area
- Charmed mobs no longer wander back to their spawn point while their master is out of the area. They hold position until the charm ends, and the original post-charm aggression behavior still kicks in once the bond breaks
- Custom affect shortlist now tracks gen-effect spells like firestorm. Adding 'affect 1 frs firestorm' now shows the live duration once firestorm is up
- Items that exclude your race or class no longer let you carry them past a soft message. Pickup, give, loot, and recover all zap the item to the room. Trying to wear one already in inventory zaps it the same way
- Veined stones picked up while Dyphrities is high now trigger their effect. The pickup and the seed paths use the same condition now
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26 April
Sunday- Fixed a server crash that could trigger during cabal area updates and put the MUD into a restart loop
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25 April
Saturday- Werebeast and vampire transform forms now keep their gear-derived hitroll and damroll. The form's own bonuses stack on top instead of replacing them, and reverting from the form restores the gear stats correctly
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24 April
Friday- PK fight share refuses to post when the sharer's own point of view was never recorded. Without this, the form silently fell back to the victim's transcript
- PK detail page: snipped sections you expand on the fight page now carry over to the share preview when you click Share to Forum, so the sections you wanted to keep visible end up in the post
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23 April
Thursday- Fixed a stat-drift bug where hitroll and damroll could creep out of sync during long sessions with many weapon swaps or buff expirations. Totals are now recomputed from your current affects each time they're read, so the numbers on your score sheet always match what your gear and buffs actually provide
- Account character select now shows the last-played date next to each character, so you can see at a glance which characters have been idle longest
- Storm giants now gain a small skill boost while standing in an area during a lightning storm. More weather-linked race affects are on the way
- Lightning strikes and other weather hazards now skip players below level 10, so newbies aren't randomly zapped in the middle of a storm
- Item database redesign
- New %f prompt codes show ticks remaining on your aff list slots. %f1 through %f9 map to positions 1-9, %f0 maps to position 10. Empty or inactive slots show -, permanent affects show ~
- Two new prompt codes. %S shows your current position (std, sit, rst, slp, fgt, stn, inc, mor, dea). %j<n> shows the phase of moon n - %j1 Lysenties, %j2 Nercuros, %j3 Dyphrities - as a three-letter code (new, wax, Hwx, Gwx, FUL, Gwn, Hwn, wan), or - if the moon is dormant
- Items page: damage noun filter, hover-only copy button on raw identify, and the compare page now shows arrows between items pointing to the better value on each row
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22 April
Wednesday- Tick lag is fixed. Characters with 800+ items in their inventory no longer slow down the MUD. Saves now only rewrite the parts of a character that actually changed since last tick, instead of periodically rewriting every inventory, skill, and affect from scratch. Expect smoother command response from everyone, with the biggest improvement felt by characters hoarding a lot of gear
- New "tome search <term>" subcommand searches every tome in the Library by title, author, or body text and lists matches as subject#/tome# pairs so you can read the hits with the existing "tome <subject> <tome>" syntax. Useful for finding which tome covers a topic without paging through every subject. Search needs at least 2 characters and caps at 60 hits before suggesting you refine
- New score sheet now shows your Avatar level description at the bottom of the frame, matching the old score layout
- New "quit menu" (also "quit char" or "quit character") returns you to your account character select instead of disconnecting completely. Plain "quit" still disconnects as before. Requires your character to be linked to an account
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21 April
Tuesday- Rare items in your inventory are no longer stripped during a crash, server reboot, connection drop, or autosave. The only ways to lose excess rares are typing "quit" twice through the overlimit warning, or going idle long enough to be voided out. In either case the excess will fade away as you log off
- Seasonal temperature now cycles cleanly across the six-month year. Life, Nature, and Balance trend warm, while Chaos, Death, and Order trend cold, with Death coldest and Nature warmest. Transitions between months ease day by day instead of snapping at the boundary
- Anoint weapon now correctly applies the paladin's chosen deity. Purity, Compassion, Tranquility, Mystic, Guile, Greed, and Nature anoints had been silently falling through to the generic faith proc since last weekend; the wielder's deity's proc now fires as intended
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19 April
Sunday- Hide and camouflage can now be used in any outdoor sector when the room is foggy, even if that sector would normally refuse the attempt. When the fog lifts, characters who were only concealed thanks to the fog step out of hiding automatically. Hiding in a sector that naturally supports the skill is unaffected
- New 'celsius' toggle converts the weather temperature in your prompt (the %w character) from Fahrenheit to Celsius. Type celsius to toggle; your setting persists across logins
- Weather now varies by climate region. The continent is divided into Temperate, Coastal (North and South), Desert, Tundra, and Mountain (North, South, and East) zones, and each zone runs its own pressure, sky, and precipitation loop. Casting control weather in one cluster no longer shifts the sky in geographically distant clusters of the same climate
- Control weather's per-cast magnitude now scales with the caster's level. A level 50 caster moves the sky meaningfully faster than a level 20 caster, while the brief cooldown between casts still prevents spamming
- Neutral characters can now apply directly to the Merchant subcabal. The Syndicate parent cabal continues to refuse neutral applications, but Merchant has always been open to them and the app command now routes to it correctly
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18 April
Saturday- Undead NPCs no longer benefit from the player regen bonus for HP, mana, and movement
- GMCP clients no longer receive say channel events for sleeping characters
- GMCP Char.Worth now reports the character's current cabal (or "none" if uncabaled)
- Fixed destroyed rare items staying counted against their world limit until next reboot, which could leave mob drops stuck as echoes even after a slot had freed up
- Fixed disintegrate temporarily giving more max HP back than it took when the spell wore off
- Fixed armorcraft modifications corrupting item stats when a skill bonus and an AC bonus shared the same internal ID. This could cause AC to disappear and skill bonuses to inflate
- Fixed phantom spell wear-off messages (fear, dirt kick, rage) appearing after completing an armor or weapon modification
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17 April
Friday- New donations page at /donate with a live progress tracker for monthly server costs. Every Ko-fi donation logs automatically and appears on the page within a few minutes. Donations are anonymous.
- Donate link added to the site header on every page.
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16 April
Thursday- Haymaker shield penetration now scales with attacker's strength versus the defender's intelligence
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14 April
Tuesday- GMCP chat channel now includes immortal and imp channels, marks tells and replies with sent/received direction, and honors language comprehension. Non-speakers of the language see the garbled text with language:"foreign" just like their terminal output
- Nearby-players are no longer emitted on the GMCP minimap so that client maps don't act as a passive radar. Use scan or where to locate other players, same as before
- Fixed mobs with assist-players flags attacking themselves when dirt-kicked or otherwise ambushed. They now correctly skip themselves when deciding whether to join an ally's fight
- Fixed Open Palm monks seeing a spurious "You have not empowered your offensive abilities!" message when storing chii or firing a bolt in defensive stance
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13 April
Monday- Fixed GMCP affects list showing songs under the wrong name (e.g. a bagatelle appearing as "control weather"). Songs now report the correct song name and are tagged as songs so client UIs can distinguish them from spells
- GMCP minimap data now includes per-room area, light level, room flags (shop/bank/trainer/healer/safe), door state, destination vnums, and visible players. Client minimaps can draw zone tints, room icons, and groupmate dots
- GMCP Char.Worth now reports cabal points and roleplay points alongside gold/exp/trains
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12 April
Sunday- Fixed garbled warcry and yell text occasionally bleeding into unrelated messages
- Bug reports, typo reports, and tracker topics are now fully anonymous to non-immortals across forum index, topic lists, and topic views
- Open Palm monks can now store chii (and therefore fire bolts) while in defensive empowerment, completing the path's chii-in-defensive kit
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9 April
Thursday- Fixed paladin flamestrike holy vulnerability bonus incorrectly applying to magic-vulnerable targets
- Paladins now get kick
- New paladin spell: anoint weapon
- Fixed database save performance issue causing lag spikes
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7 April
Tuesday- Paladin class improvements:
- Goliath is now permanent and can be summoned indoors
- Added axe and flail weapon skills
- Lay on hands can now be used on yourself
- Heroism now grants strength, saves, and immunity to fear and hysteria
- Virtuous light AC bonus increased by 50%
- Flamestrike damage significantly increased, now strikes holy vulnerability, and has a higher chance to blind evil targets
- Mounted combat improvements:
- Mounted charge now bypasses counter
- One-handed spear works with mounted charge (at reduced damage), allowing spear and shield
- Being mounted on Goliath now halves lag from bash, bodyslam, grapple, and thrust
- Push is half as likely to succeed against a mounted paladin
- Thrust no longer dismounts paladins from Goliath
- More paladin changes to come soon
- Animate corpse limited to one zombie and cannot raise corpses above level 40
- Flurry of blades no longer throws on murder or when opponent flees
- Fixed bone spear showing duplicate combat echo to victim
- Paladin class improvements:
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5 April
Sunday- The Hollow Hunt has begun. Ancient stones have surfaced across the wilderness. Crack one open and see what fate has in store for you.
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4 April
Saturday- Something stirs in Arcanus Mortis. The dead grow stronger.
- Chii bolt now has lag on miss.
- Rogue vanish now trains at the same rate as ninja.
- Fixed a crash caused by retaliatory damage during the blades spell.
- Tracker and typo report submissions no longer reveal the poster's name to other players.
- Viewing a forum topic now automatically clears its notification.
- Fixed PK log display snipping kill messages and post-kill text.
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3 April
Friday- Chii aura reworked.
- Chii surge damage now scales with the number of stored chii bolts.
- Flowing River redirect now only triggers on dodge, no longer on parry. Trigger rate reduced and now factors in dexterity and level difference.
- Fixed a bug where psionicist memorized spells were forgotten on quit.
- Fixed a display bug where stats could show as 00 on the score sheet when gear pushed a stat more than 9 points above its cap.
- Single newlines in forum posts and wiki pages now produce line breaks.
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2 April
Thursday- All players can now view their own PK logs on the website.
- Shadows can no longer thrust.
- The web client now supports \; to escape semicolons, allowing players to create multi-command aliases in game.
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1 April
Wednesday- Fixed a bug where moderate undead characters had their corpse disintegrate on PvP death when killed by a hardcore player.
- Dragon stance cooldown no longer shows as "reserved" in affects.
- Dragon stance now tells you when the HP bonus is on cooldown.
- Flowing River redirect messages are now merged into the parry or dodge that triggers them, instead of showing as a separate line.
March 2026
91 changes on 21 days
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30 March
Monday- Kaddar mana shield no longer has a cold exception, and kaddar can now touch cold and ice items.
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28 March
Saturday- Fixed a bug where adventurers were not taking hunger or thirst damage.
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27 March
Friday- Dragon stance HP bonus now has a 12-hour cooldown, preventing repeated healing by cycling in and out of the stance.
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25 March
Wednesday- Kaddar no longer have a vulnerability to cold.
- Fixed a bug where quest sequences could fail on blinded players.
- Lich phylactery power now properly reduces attacker accuracy at high power levels, as originally intended.
- Lich phylactery threshold messages now trigger correctly whether the phylactery is held or carried in inventory.
- Liches no longer have biological organs. Death scenes reflect their undead nature.
- Monk path skills now improve through use: shattering blow, chii surge, redirect, and flowing defense.
- Rogue push now properly treats closed doors as obstructions, slamming the target into them instead of ignoring them.
- Failed pushes into walls and doors now have the rogue crash into the obstruction with appropriate feedback.
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23 March
Monday- Firbolg is now a playable race. A good aligned large race with a deep connection to the forests. They can be warriors, clerics, healers, paladins, rangers, druids, monks, battlemages, and bards.
- Firbolg are the only race that can walk the path of the druid as a force for good.
- Firbolg regenerate faster while in the forests.
- Firbolg battlemages cannot enlarge themselves.
- Chii aura damage has been increased.
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22 March
Sunday- Monks have received a significant class rework.
- Monk hit rate has been improved to match paladins and rangers.
- All stance activations now succeed if you meet the requirements.
- Chii circulation and storage no longer fail randomly. Bolt firing is more reliable for trained monks.
- Empowerment switching between offensive and defensive is now instant with no cooldown.
- Monks now gain a passive damage bonus through training called inner focus, available at level 20.
- Offensive stances now influence chakra strike chance. Crane stance has the highest potential. Defensive stances can now land chakra strikes that apply lag but no extra damage.
- Buddha stance can now land chakra lag through protective shield.
- Horse stance counter hits can no longer be blocked, parried, or dodged.
- Non monks defend less effectively against monk hand to hand attacks.
- At level 35, monks may now choose one of three paths of mastery through the select command. Each path grants unique abilities at levels 35, 40, and 45, along with a new title at level 50.
- Sleep has been reworked across the board. All sleep effects now use a wake up curve where the chance to wake increases each tick. Different sources of sleep wear off at different rates.
- Rest in Peace can no longer be immediately reapplied after wearing off.
- Herbs now correctly display their spell level in the items lookup.
- Rogue assassin study now works as intended outside of combat, matching the ninja version.
- Quest display order no longer reverses on each login.
- Monk second hand parry rebalanced. Defensive mode now matches shield block rate. Offensive mode matches dual parry rate.
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20 March
Friday- Assassin rogues can now properly throw their shurikens.
- RP points for active play no longer accumulate while logged off.
- RP points for challenging kills (mob 5+ levels above you) now correctly reset their daily count, allowing up to 3 per day again after the first day.
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18 March
Wednesday- Fixed BUFFER size field overflow that caused an infinite loop when replay output exceeded 16KB
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17 March
Tuesday- Replay now shows the last 200 messages per channel instead of the entire history, fixing a freeze that could occur when replaying channels with thousands of stored messages.
- Fixed a crash caused by large outputs exceeding the memory allocator's size limit.
- Refactored class skill data into compact per-class lists, making it easier to add or modify classes in the future.
- Hunting mobs no longer search thousands of rooms across the world to find their target. Mobs that lose sight of prey in a different area will now track the scent and appear in the area after a short delay, then resume hunting locally.
- Area-bound mobs (sentinels, shopkeepers, etc.) will now give up the hunt if their target leaves the area instead of fruitlessly searching.
- Area-bound mobs now return to their post after giving up a chase instead of getting stranded where they lost the trail.
- These changes should significantly reduce server lag spikes caused by mob pathfinding.
- Overhauled the socket (gem) system to fix long-standing corruption issues. Searing might, weapon modification, enchanting, and blood vow no longer destroy or corrupt socketed gems. Existing characters with socketed items will be automatically migrated on login.
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16 March
Monday- Fixed potential crashes in the sign, draft, print, write, and forgery commands caused by unsafe string handling.
- Migrated disabled commands, socials, mud data, clans, cabals, and armies from flat files to SQLite for crash safety.
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12 March
Thursday- Fixed the 'plant' command being unreachable because 'planttraps' shadowed it in the command table. Both commands now work.
- Reworked mechanist bomb system. Alchemical and shrapnel bombs now check the bomb's material against the target's vulnerabilities, the same way thrown knives and daggers do.
- Smoke bombs now properly check against saves before applying their effect, instead of landing automatically.
- Flash bombs reworked into an area effect. The flash hits all enemies in the room (not grouped allies), with a saving throw to resist.
- Bomb damage messages now display the correct bomb type instead of the generic "bomb" noun.
- Plant traps completely reworked. Mechanists can now sabotage a sleeping victim's equipment with six different trap types: trip wire (legs), slick shoes (feet), false teeth (face), flash oil (light), shredded straps (shield), and slippy grips (hands). Each trap triggers under specific conditions and has a unique effect. Detect traps reveals compromised items. Type 'planttraps' for details.
- Plant traps no longer comes pre-mastered when learned.
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11 March
Wednesday- Mobs now properly respect skill lag. Previously, a mob could trip you one round and then immediately bash you the next round because their skill cooldown was being cleared too quickly. Now mobs wait the same amount of time between skills that players do (about two rounds).
- Fixed sheath detection not working with double sheath. If you had a single weapon sheathed (for example, double sheathed from inventory), the game did not recognize you as having your weapons put away. This could cause issues with combat checks that look at whether your weapons are drawn or sheathed.
- Fixed a bug where looking at someone's equipment always showed the right sheath slot, even if the sheath type was supposed to be hidden.
- Fixed Tribunal members not seeing the "weapon is DRAWN" warning when looking at someone who had double sheathed a weapon. If you had any weapon stored in a sheath slot, the drawn weapon warning was suppressed even if you were still actively wielding another weapon.
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10 March
Tuesday- Re-casting malform weapon now provides more experience per cast, bringing leveling pace in line with inner peace for holy weapons.
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9 March
Monday- Rogue thac0 (hit accuracy) brought in line with thief and ninja.
- Halfling, duergar, gnome, and dwarf can now select the rogue class.
- Gnome mechanists craft superior traps that are harder to dodge, detect, and defuse than any other race.
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8 March
Sunday- Fixed item search and comparison features on the website.
- Item comparison now correctly color-codes stats: green for better, red for worse. AC armor values show higher as better, and saving throws show lower as better.
- Fixed plant traps displaying broken damage messages due to a missing damage noun.
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7 March
Saturday- The website has been redesigned with a cleaner layout, improved navigation, and a new sidebar for browsing forum categories.
- The landing page now shows a unified activity feed with recent forum posts, wiki edits, and bug reports at a glance.
- Added a help file browser to the website. You can now search and read all in-game help files from your browser.
- Added item comparison. Select two or more items from your characters and compare their stats side by side.
- Added a notification system. You now receive notifications for replies to your forum topics, mentions in posts, and other activity.
- Typing @ in a forum post now shows an autocomplete dropdown of matching player names for easy mentions.
- The bug report form now includes a character dropdown so your report is automatically tagged with the right character.
- Forum search results have been redesigned with a cleaner card layout.
- Working on PK transcripts. This should be available to the public soon.
- Fixed a bug where PK transcripts could be lost if a player quit before the bout timer fired.
- Fixed a bug where opponents could sometimes see each other's PK transcript POV.
- Malforms can now gain experience to Level 4, similar to crusader's Inner Calm, using the same ritual they used to create the malform in the first place.
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6 March
Friday- Fixed a bug where language you couldn't understand would appear as a single garbled word instead of separate garbled words matching the original sentence structure.
- Fixed partial language comprehension rounding so words are no longer lost to truncation at moderate skill levels.
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4 March
Wednesday- Rogue throw damage has been rebalanced. Rogues no longer add damroll to each thrown knife, and the maximum number of knives per throw has been reduced from 5 to 3.
- Flurry of Blades auto-throw has been toned down. Maximum knives per round reduced from 4 to 2, and damroll is no longer added per knife.
- Bug reports submitted in-game now properly post to the forum for all players with linked accounts, not just those who logged in through the account menu.
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3 March
Tuesday- Fixed a bug where renaming a player created a ghost copy of their old name in the database.
- Added 256-color auto-detection for MUD clients. Players using clients that support TTYPE negotiation (Mudlet, CMUD, MUSHclient, etc.) will automatically get the full 256-color experience. Clients that don't support TTYPE will be asked on connect whether they support 256-color.
- Added 'color 256' toggle to enable or disable 256-color mode in-game. When disabled, 256-color codes are mapped to the nearest basic 16-color equivalent, so the game is still playable on simpler clients without garbled output.
- The web client now automatically identifies as a 256-color terminal.
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2 March
Monday- Mobs now respect lag (wait state) the same way players do. After using bash, trip, kick, or dirt kick, mobs must wait for the cooldown before using another offensive ability.
- Enabled TCP_NODELAY on player connections to reduce network micro-lag.
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1 March
Sunday- Forum posts now show an "OP" badge next to the topic creator's name.
- Added user avatars to forum posts and profile pages. Upload yours from your profile page or /settings/avatar.
- Master Questor title now transfers to the next highest online player when the current holder logs off, instead of persisting indefinitely.
February 2026
220 changes on 19 days
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28 February
Saturday- Fixed long-standing cleave bug which leaned more on victims stats versus attackers stats.
- Player snapshots are now created on every quit and once every 24 hours for online players, restoring the safety net that was accidentally removed on Feb 21.
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27 February
Friday- Bug tracker and prayer room forums now have a "Mark All Read" button.
- Cleaned up legacy [BUG] prefixes from bug report titles.
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26 February
Thursday- Rogue class now displays correctly on forum profiles instead of "Unknown"
- Deleting the last post in a forum thread now automatically removes the empty thread
- Moderators can now hide and unhide individual forum topics and posts
- The web client now keeps your MUD connection alive when your phone screen locks or your browser briefly disconnects. If you reconnect within 5 minutes, you pick up right where you left off with no lost output.
- Auto-reconnect: if the connection drops unexpectedly, the client will automatically try to reconnect with increasing delays.
- Added quick command buttons on mobile (N/S/E/W/U/D, look, inv, score, who, flee) for easier play without a keyboard.
- The web client can now be installed as an app on your phone via "Add to Home Screen" for a fullscreen standalone experience.
- Rogue weapon poisons no longer decay over time. Envenom and second strain coatings now only wear off through use in combat.
- Room vnum limit raised from 32K to 100K, giving builders much more room to work with.
- Fixed envenom refunding more mana than it cost when used on already-envenomed weapons.
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25 February
Wednesday- Toxin duration on darts has been significantly increased. Primary envenom now lasts reliably instead of sometimes wearing off after 1-2 rounds due to bad luck rolls. Lotus Scourge envenom lasts even longer. Second strain duration has been quadrupled.
- Mana cost for envenom and secondstrain reduced from 50 to 25 each (100 to 50 total for fully coated darts).
- Applying a second strain no longer breaks hiding or camouflage, matching envenom behavior.
- Admins can now generate one-time password reset links for players who have forgotten their passwords. Links expire after 24 hours and can be revoked from the admin dashboard.
- Fixed study strike not triggering in combat for rogues.
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24 February
Tuesday- Blowgun darts can now be partially blocked by projectile defenses (missile shield, shield lore, shield expert, iron curtain, bloodhaze, two-handed expertise, Quick Feet). Each defense has a 30% chance to negate the dart damage, but poison always gets through regardless.
- Reworked the stow command. You can now use 'stow all' to put away everything at once. Fixed several crash bugs related to saving and loading stow settings.
- Stow now works with assign labels, so you can target specific bags even when you have multiple copies. Use 'assign bag heals' then 'stow potions bag' and it remembers which bag you meant.
- Cleaned up the assign command. Labels are now displayed in grey instead of modifying the item's name keywords.
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23 February
Monday- Limited items on mobs now show an (Echo) tag and won't drop when killed if the item is over its world limit. Mobs still visually carry their full loadout so you know what they normally have.
- Fixed a long-standing issue where limited items stored in bags would slowly duplicate over time.
- Fixed item limit counts being massively inflated after repeated world shifts.
- The who list now displays immortals and mortals under themed section headers.
- Toxicologist poisons (lotus scourge, blackspore, nettle essence) can now be cured by cure poison, esuna, and antidote, though they are significantly harder to remove than normal poison.
- Esuna can now attempt to remove all toxicologist debuffs including second strain effects.
- Scouring serum doubles the difficulty of curing toxicologist poisons with cure poison and esuna.
- Toxicologists now learn the antidote skill at level 15.
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22 February
Sunday- Items that are over their world limit now show a (Faded) tag when viewed on mobs or in rooms.
- Added 'olimit' immortal command to check which limited items are over their world count.
- Jutsu now works for rogue pugilists.
- Bomb making now works properly and can create all four bomb types: flash, smoke, alchemical, and shrapnel. Bomb throw lets you pick which type to throw.
- Replaced unicode characters in the login screen with ASCII for better client compatibility.
- GMCP no longer leaks room, map, or exit data when blinded by veil of darkness, forest mist, burrow, or rhapsody of delusion. Rhapsody now sends fake GMCP data to match its in-game illusion.
- Flurry of blades now applies a "riddled" debuff to targets, reducing their dodge chance by 3 per stack (up to 5 stacks). Stacks refresh on each hit and wear off after 2 ticks.
- Flurry of blades now improves with use.
- Rogues can now preserve herbs.
- Tolerance now prevents drug addiction from smoking herbs.
- Crash reports now include full stack traces in crash.txt for faster debugging.
- Fixed several crashes related to GMCP affect updates and push into death traps.
- GMCP affect list now correctly shows GEN-based effects (minister, gatestone, etc.) by name.
- Each rogue toxin (lotus scourge, blackspore, nettle essence) now shows unique flavor text when it poisons an enemy, instead of the generic "poison coursing through your veins" message.
- Improved secondary toxin landing messages.
- Dart bundles now say "darts left in this bundle" instead of "charges remaining" when examined.
- GMCP clients now receive structured data for affects, combat targets, group members, economy, world time, chat channels, and room contents.
- Web client now shows affects, combat target, group, chat, room contents, gold/tnl, and weather.
- Side panel split into map (top) and tabs for room, group, and chat (bottom).
- Affect pills deduplicate spells with multiple sub-affects (e.g. warcry).
- Combat target bar appears above the input during fights with name, condition, and HP gauge.
- Room name and time/weather shown below the map in the side panel.
- Smoke bomb rework: now strips detect hidden and detect invis spells from the target, letting rogues stay concealed after the blind wears off.
- Smoke bomb now defaults to your current enemy if no target is specified.
- A missed smoke bomb now aggros the target without launching a full attack.
- Backstab, prone strike, and assassinate now bypass predict, mantis stance, and Lucky Bastard if the target is blinded by a smoke bomb.
- Rogues now correctly use standard throw instead of the warrior throw.
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21 February
Saturday- Fixed wide tables on the wiki overflowing the page — they now scroll horizontally instead.
- Item database now supports filtering by extra flags (magic, evil, socketable, epic, etc.).
- Item database now has an "Identify Search" field that searches across the full identify text.
- Item detail pages now show spellforged spell names and hidden affects (e.g. flying).
- Blowgun dart bundles now contain roughly double the darts (20-33 at max skill, up from 10-16).
- Darts crafted from limited/rare items now include the material name (e.g. "iron blowgun darts").
- Fixed stat/offline stat not finding newly-created characters after dcheck submission.
- Dcheck submission now saves the character immediately.
- Added 'dcheck' as a settable flag (set char <name> act2 dcheck).
- Fixed periodic lag spikes caused by database operations during autosave.
- Blackspore asphyxiation damage on expiry now correctly credits the toxicologist.
- Fixed forum usernames showing old character names instead of account names.
- Fixed a bug where characters could skip an attack round when initiating or joining combat.
- Character renames now preserve account links, pkill history, charnotes, and all other player data.
- Added 'account rename' command for immortals to rename accounts.
- Examining blowgun darts now shows applied toxins and second strains.
- Envenom no longer costs mana when used on an item that can't be envenomed.
- Fixed login sessions not persisting when switching between www and non-www URLs.
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20 February
Friday- Players can now submit bug reports from the website at /bugs/report
- New "My Bug Reports" page at /bugs lets players track their submitted bugs and see status updates
- Wiki admins can now move/rename pages (old URLs auto-redirect)
- Wiki admins can lock pages to prevent mortal edits
- Wiki admins can soft-delete and restore pages
- Fixed a bug where defenders could lose their first combat round after assisting in a previous fight.
- Fixed ninjas being unable to use 'poison' command after rogue class was introduced.
- Fixed a crash when looking at a character with a tarot affect while having detect magic.
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19 February
Thursday- Toxicologist poison fix: envenom now supports 9 named poison types across 3 categories (Immunotoxins, Biotoxins, Neurotoxins).
- New 'secondstrain' command for toxicologists to apply a secondary poison coating to blowgun darts.
- Each poison type has unique combat effects: damage-over-time variants, resistance stripping, mana drain, movement penalties, and more.
- Blowgun hit chance now properly uses the blowgun skill.
- GMCP room names no longer contain raw color codes — clients receive clean text.
- Fixed code blocks from old forum posts not converting properly during migration.
- Forum login now correctly matches accounts even when character names differ from forum usernames.
- Added 'forumadmin link' command for immortals to link orphaned forum accounts to MUD accounts.
- The website now shows live MUD status — online/offline indicator, player count, and uptime in the navbar and landing page.
- Fixed skills sharing a name prefix (e.g. "plant" and "plant traps") not being usable or practicable in tandem.
- Fixed Master Questor title sometimes going to the wrong player after login.
- Fixed a bug where dying would delete your character from the database instead of saving correctly
- Fixed corpses and junk objects accumulating on the ground across reboots
- Restructured forum categories: Community, Player Tools, and Immortal Only sections
- Added anonymous Shoutouts forum — all posts appear as "Anonymous", immortals can see real authors
- Bug reports are now private until marked Fixed or Closed — only the author and immortals can see unfixed bugs
- Announcements forum is now read-only for players (immortal-only posting)
- Rewrote forum migration tool to import directly from the old forum database
- Improved HTML-to-Markdown conversion for migrated posts
- Fixed strangle being completely unusable for all classes due to an internal numbering conflict.
- Fixed strangle displaying "!strangle!" in combat miss messages.
- Deleted and permadeath characters are now properly removed from the database.
- Fingering a graveyard character no longer re-saves them into the active player database.
- Fixed bounty markers ($) not appearing in the who list for Syndicate members.
- Fixed items inside bags disappearing after reboot while their weight remained.
- Fixed rogue path skill grants: mechanists no longer receive throw, assassins no longer receive blindness dust (they have smoke bomb instead).
- Mechanists now properly receive the traps skill when selecting their path.
- Grapple is now exclusive to the pugilist path instead of being available to all rogues.
- Dirt kicking is now granted at path selection for mechanist, pugilist, and toxicologist only.
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18 February
Wednesday- Merchant 'sale' command now shows item type, wear slot, and numbered items in a paged display.
- New 'inspect <merchant> <#>' command lets you identify a merchant's for-sale items before buying.
- Merchant shops are now browsable at loan offices even when the merchant is offline.
- At a loan office, 'inspect' with no arguments shows a directory of all merchants with items for sale.
- Fixed a bulletin exploit that could crash the game.
- Rogue is now a playable class! Thief and ninja can no longer be selected for new characters. Existing thieves and ninjas can continue playing as normal.
- Rogues now have a full title progression from level 1-50, with path-specific titles at level 50 for pugilist, rogue assassin, mechanist, and toxicologist.
- Fixed character deletion not actually removing the character from the database — deleted characters could previously log back in.
- Fixed necromancer title on level-up using the wrong title function.
- Pets and charmed followers now attack immediately when joining combat instead of waiting a round.
- Fixed player files from the old server causing errors on login (SSpicked array size mismatch and Pkill entries).
- Fixed the garble spell/PLR_GARBLE flag not scrambling speech.
- Fixed language comprehension being harder than intended (double-rolled check).
- Fixed Comprehend Languages spell not properly boosting language improvement chance.
- Fixed yelling and group tells improving the speaker's language skill instead of the listener's.
- Every language now has a distinct sound when you can't understand it.
- GMCP map now correctly handles exits that lead to non-adjacent rooms (self-loops, overlapping areas, randomized exits). These exits show as small arrow indicators instead of drawing corridors into empty space.
- Web client no longer auto-reconnects on disconnect. A "Connect" button appears instead, letting you reconnect when ready.
- The web minimap now shows ghosted rooms on floors above and below your current floor, plus small up/down arrow indicators on rooms with vertical exits.
- The worldmap detail view now supports multi-floor areas with floor navigation buttons and keyboard shortcuts (arrow up/down). Adjacent floors appear as ghosted tiles.
- The 'replay clear' command is back! Use 'replay clear <channel>' to clear your replay buffer for any channel (tells, group, says, cabal, clan, faction, new, imm, imp).
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17 February
Tuesday- Added a browser-based MUD client at /play — connect and play directly from the website with no client download required.
- The client features a full terminal emulator with color support, command history, and a vitals bar showing HP, Mana, and Move.
- The web client now features a resizable minimap panel on the right side, showing terrain and exits as you explore.
- Fixed password input being visible when typing in the web client.
- Fixed room names showing raw color codes in the web client vitals bar.
- Removed color from the [Exits: ...] line in room descriptions.
- The web client now has a dedicated input box, so typed commands no longer disappear when the game sends output. Supports word wrap, command history, and auto-grows for long commands.
- Forum and wiki posts now support mudlog blocks — paste MUD output in a code fence and it auto-colorizes damage, prompts, exits, communication, and more.
- Mudlog blocks now auto-colorize healing, experience, group, object interaction, and spell incantation lines for better log readability.
- Item database now supports area filtering, sortable columns (click headers), and class/race restriction filters.
- Added an interactive world map page at /map on the website.
- Explore the full world of Aabahran as a colored ASCII atlas.
- Click any area name to zoom into a detailed terrain view of that area.
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15 February
Sunday- Added a searchable item database to the website — browse and search all game items by name, type, level, wear slot, and affects.
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14 February
Saturday- Fixed award system bugs: awards now save immediately instead of waiting for autosave, skill awards are now recorded in your award history, and award list pagination works correctly for all characters.
- Awarding 0 RP for a history now properly marks it as reviewed.
- Weather now mechanically affects the world — rain, snow, and storms create muddy, icy, foggy, blizzard, and sandstorm conditions in outdoor rooms based on sector type and temperature.
- Muddy and icy ground increases movement cost and makes you easier to trip. Ice and sandstorms make parrying harder. Blizzards, sandstorms, mud, and ice all reduce dodge effectiveness.
- Fog and blizzards provide cover for sneaking, hiding, and camouflage.
- Scan range is reduced during fog, blizzards, and sandstorms.
- Lightning may strike players in exposed areas (fields, hills, mountains, water) during thunderstorms.
- Weather conditions are visible when you look at a room, and you'll see messages when conditions change.
- Balance point system now covers all equippable items (jewelry, clothing, treasure, etc.), not just weapons/armor/sockets.
- The 'obalance' list now aligns columns correctly for items with colored names.
- The 'obalance <vnum>' breakdown now shows the item name in the header.
- Fixed a bug where spellforge scoring could incorrectly trigger on items with no real spellforge spell.
- Fixed balance system not seeing affects loaded from area files (hitroll, damroll, skills, etc. were silently ignored).
- Positive skill bonuses (parry, dodge, etc.) are now scored by the balance system.
- Fixed prog-based transfer commands (e.g. pulling a rope) sometimes grabbing the wrong mob from across the MUD instead of the intended player. The local room is now checked first.
- Fixed Master Questor announcements sometimes showing a garbled/wrong player name when no eligible questor was found.
- The spawn fragment ability now properly removes your shield before equipping the split blade, preventing a dual-wield + shield conflict.
- Fixed a bug where grouping with a Hero or Adventurer leader would prevent other group members from picking up rare items.
- Fixed a bug where murder/kill could grant a double combat round (~8% chance per command). Autoassist also no longer double-rounds on the initiating tick.
- Renown weapon disarm now actually drops the weapon to the ground instead of giving it right back to the victim.
- Fixed a crash caused by the cabal promotion system loading offline players with corrupted stats due to a database column ordering bug
- Added item balance point system to OLC. Builders now see a real-time point breakdown when editing weapons, armor, and sockets. Non-Creator builders are blocked from saving over-budget items. Use 'obalance' to audit all existing objects for balance violations.
- Edges system overhaul: edges are now data-driven and loaded from the game database, making it easier to add and balance edges going forward
- Rebalanced edge costs — most edges now cost 20-40 RP (down from 50-150), and level requirements have been lowered across the board
- Added 12 new edges for casters, healers, rogues, and general utility: Spell Mastery, Efficient Channeling, Arcane Reservoir, Spell Penetration, Compassionate Touch, Divine Favor, Martyr's Resolve, Shadow Step, Lucky Strike, Merchant's Eye, Veteran Explorer, and Endurance
- New RP income sources: earn +1 RP every 2 hours of active play, +1 RP on first login each day, and +1 RP for killing mobs 5+ levels above you (up to 3 per day)
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13 February
Friday- Added web forum with Dockerized deployment, Invision migration, bug tracker, and prayer room
- Forum now supports character switching — post as any of your alts
- User profile pages show all characters on an account and recent posts
- New in-game 'forumlink' command generates a one-time code to log into the forum
- Room descriptions no longer display in a specific color (reverted to default)
- Helps and tomes now stored in a separate game database that ships with the code, so game content is preserved across server updates.
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12 February
Thursday- Added fprompt command: set a separate prompt that displays during combat (e.g. 'fprompt <%hhp %mm> ' — use 'fprompt off' to clear)
- Fixed phantom spaces in prompts from OLC and immortal-only tokens
- Wizi/Incog indicators now display in dim grey with proper color support
- Added minimap feature - type 'minimap' to toggle a colored map alongside your room description when you look. Use 'minimap left', 'minimap right' to set position, and 'minimap small', 'minimap normal', 'minimap large' to set size. Setting persists across logins.
- Loan defaults now track the owed amount — defaulting no longer wipes your debt
- Defaulters are blocked from taking new loans until existing debt is repaid
- You can now repay a defaulted loan at any loan office (repay <amount|all> confirm)
- Dying with a defaulted loan causes gold to be seized toward your debt
- Bounties on loan defaulters now automatically renew if they expire
- The Syndicate may send enforcers after defaulters — they'll rough you up, take your gold (with a surcharge), and destroy some of your belongings
- Upgraded password hashing from DES to SHA-256 with random salts. Existing passwords will be automatically upgraded on next login.
- Passwords longer than 8 characters now work correctly.
- New login greeting with 256-color mountain artwork and live server status.
- Account-based login system — log in with your account name, then select or create characters.
- Build server now auto-reboots when the main server updates code.
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11 February
Wednesday- Player data migrated to a modern database for more reliable saves.
- Help files, tomes, notes, communication logs, and pkill records moved to database.
- Bans, loans, challenges, bounties, and pacts moved to database.
- Ground objects now persist across reboots.
- GMCP support for MUD clients that use structured game data.
- 256-color support with terrain-tinted room names.
- MXP support with clickable exits and character names.
- Score sheet now shows AC effectiveness % and caster level adjustments.
- New 'port' command for immortals to view pending code changes with colorized diffs.
- New 'colorlist' command for immortals to preview the 256-color palette.
- New vnum subcommands for builders: search by damage type, noun, and spellforge.
- OLC now supports multi-race and multi-class restrictions on objects.
- Fixed a crash in crestore and a double-free in the HTML exporter.
- Multiple buffer overflows fixed for improved stability.
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9 February
Monday- Server codebase modernized for current compilers, resolving all compiler warnings.
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8 February
Sunday- You can no longer push while unpracticed.
- Ninjas can strangle once more.
- Troll regen has been adjusted.
- Racial regen no longer stacks with normal regen; the higher value will be granted.
- Racial regen is no longer affected by position but is still affected by poison, plague, etc.
- Circle of Protection will no longer default to black when you typo a color.
- Typo fixes; they never end.
- Undead regen down to 1.75x from 2x.
- Alignment fixes when guilding from adventurers.
- Exile can no longer be used on mobs.
- Trolls have lost 1 point of DEX and 2 points of CON. (23, 15, 17, 19, 23)
- Evil and blessed items when viewed under detect evil and good respectively will show color.
Aabahran