Willowdale WillowdaleMUD
Alpha
Willowdale is in active development. Expect frequent changes, new features,
and the occasional bug. Join our Discord community here. - Morquin, Jan 2026
Play using the web client
Play Now
Play using a normal MUD client
Connect to willowdalemud.com
Standard telnet port: 1111 Secure (TLS) port: 1112
We recommend Mudlet for telnet connections.

Lore - The New Growth

The first decade after the Withering was a time of counting what remained. The answer was less than anyone hoped and more than anyone feared. The inner Heartgrove Willows stood firm. Tathann, the Great Willow, had not faltered. The settlements closest to the ancient groves had survived intact, though swollen with refugees from the frontier. The Galadwen, exhausted from decades of holding the boundary, reported that the wild spirits had settled into their new territories and were no longer actively pressing inward. The new equilibrium held. But the world had shrunk. Roads that had once...

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Atlas - Willowdale Village

One of the oldest continuously inhabited settlements in the inner lands, standing beneath a willow Tathann seeded before Turnings were counted. Its ancient grove and the Academy built around it have made the village the gathering place of the Aether-touched.

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Books & Stories - The Dark Forest

Field notes from the mist-hung dark beyond the willows, each entry a creature met and a wound earned. The handwriting begins small and precise, and grows less so toward the final pages. Not all the stains are water.

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Recent Changes
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2026-10-23 v1.61.11
Looking at another player now lists their worn gear the way the equipment command lists your own, grouped and in the same order with full item names, and shows the cart or pack horse travelling with them. In screen reader mode, equipment and a look at a player read as plain lines, one per slot.
Changed
  • look now lists their worn gear in the same groups and order as equipment, with full item names, instead of a flat list of short names. Their attunement and item levels are not shown.
  • look ends with the cart or pack horse travelling with them. An animal waiting in a room is not listed.
  • In screen reader mode, equipment reads one plain line per slot instead of padded columns, for example 'Head: Iron Chain Coif, channeled at 50 percent, level 12.' A look at a player reads the same way, without the attunement and level.
Fixed
  • Looking at a player showed you the 'Name looks at Name.' message meant for the rest of the room.
2026-10-23 v1.61.10
You can now choose which drops you keep from a kill with the loot command, from all of them down to only pristine ones or none. Drops you leave lie on the ground for anyone to pick up, and are removed after 30 minutes.
New
  • Added loot, which shows and sets which drops you keep from a kill: loot all, loot normal, loot fine, loot pristine or loot none. It replaces config skinquality, which still works.
  • Drops you don't keep now land on the ground for anyone to pick up. They are removed after 30 minutes, never while a player is in the room. A drop someone picks up is an ordinary item again.
Changed
  • A room's floor now holds up to 100 items you drop (was 10). Drops left from a kill don't count toward that.
2026-10-23 v1.61.8
Questions such as the yes or no when you sell everything from your bag now always show, whatever your prompt setting. Typing a command such as north while a question is open is no longer taken as your answer.
Fixed
  • Questions from sell all from, mail, password, picklock, auction and others only showed in the prompt line. With the prompt turned off you saw nothing, and the next thing you typed was taken as your answer. You now see them as normal text.
  • While a yes or no question was open, typing north was taken as no and yell as yes. Now only yes, no or the start of them, such as y or n, is taken as your answer.
2026-10-22 v1.61.7
The web client's Combat panel now shows your hits on enemy health bars, flashes your health bar when you are hit, and sums up each fight when it ends. With screen reader mode on, the fight summary also prints in the main text.
New
  • Added hit numbers on enemy health bars in the web client's Combat panel, coloured by damage type, with CRIT for critical hits and dodged or missed when an attack fails.
  • Added a red flash on your health bars when you are hit, and an alert on the Combat panel when something attacks you before you act.
  • Added a fight summary when combat ends, such as 'Fight over in 42 seconds. You dealt 340 damage (8 a second) and took 120. 9 of 12 attacks hit, 2 critical. You dodged 3.' With screen reader mode on, it also prints in the main text.
  • Each of the four can be turned off in the Combat panel's settings.
Changed
  • GMCP Char.Combat.Ended now carries the fight's totals and summary, and the combat event messages use snake_case field names such as target_id and is_critical. Char.Combat.Damage is removed: use Char.Combat.DamageDealt and Char.Combat.DamageReceived.
2026-10-22 v1.61.6
Creatures now take the shortest way home or to a call for help, and creatures in rooms are no longer replaced every 30 minutes or so when nobody is near. The web client no longer redraws its layout on every health update in a fight.
Changed
  • Creatures now take the shortest route home and when answering a call for help, so helpers can arrive sooner and from slightly further away.
  • Creatures placed in rooms now stay until they are killed, instead of being replaced every 30 minutes or so while nobody is near.
Fixed
  • The web client redrew its layout several times a second in combat. It now redraws only when its size changes.
  • GMCP Char.Balance sent its final balanced message twice. It now sends it once.
2026-10-22 v1.61.5
The roots out of the Aetherdrift now appear as soon as you arrive. Ambient room messages now come at least every 5 minutes, and lost creatures no longer lie at 0 health.
Changed
  • Ambient messages now come at least every 5 minutes while you are idle, about every 2 minutes in most rooms.
  • Quest levels in the talk menu now count the creatures that attack along the way. Forest Exploration shows 7-20 instead of 7, and rewards are unchanged.
Fixed
  • The roots out of the Aetherdrift appeared up to 40 seconds after death, and you could climb out bleeding. They are now there at once, and you can climb them once Caedhriel's Embrace has healed you to 1 health.
  • Creatures that could not find their way home dropped to 0 health and could be killed with one hit. They now leave and are replaced once no player is in the room.
  • Creatures no longer emote 'looks a little confused' when an action fails.
  • The web client's Character panel now updates as soon as an effect or stance changes your stats.
  • GMCP Room.Add.Item and Room.Remove.Item now match the floor, Room.Remove.Player is sent when a player leaves, and Char.Vitals no longer drops the last change.
2026-10-21 v1.61.4
Worldfire now channels for 1.5 seconds before it strikes, and a full hit with Aether Cleave also deals damage of your attuned element. Damage from Bulwark's Wrath, the Unbreakable Aegis shockwave, Primal Ascendance's cleave splash, Aether Reaver's discharge and Steam Burst is now reduced by the target's armor or warding. A shot through an exit now makes the target's group hostile to you, as a melee attack does.
Changed
  • Worldfire now channels for 1.5 seconds at every rank before it strikes. Its aether and cooldown are used when you begin, and the channeling can be broken like any other (see help channeling).
  • guard while stunned, staggered or dazed now says which, as other skills do, instead of 'You can't act right now.'
  • Spirit Ward's description now says that from rank 4 you can place the ward on an ally.
Fixed
  • Aether Cleave dealt only weapon damage. A full hit now also deals damage of your attuned element, rolled from the damage range of the focus crystal in your staff, plus 10% at rank 1 up to 30% at rank 5. Aether Power, Elemental Affinity and EMPOWERED raise it, and the target's warding reduces it. There is no discharge on a graze or a dodge, and a critical hit does not raise it. The damage in the hit message includes it, and a second line after the hit message shows its share.
  • Damage from Bulwark's Wrath, the Unbreakable Aegis shockwave and Primal Ascendance's cleave splash was not reduced by the target's armor, and damage from Aether Reaver's discharge and Steam Burst was not reduced by its warding. They are now reduced like any other hit of their kind, and each still deals at least 1 damage.
  • A shot with shoot did not make the target's group hostile to you, and Spirit Infusion gave no aether for it. Both now work as they do for a melee attack. Your shot messages now name the exit you shoot through, and players in the target's room see the shot come in through the exit on their side, where they saw 'An arrow flies in from the south'. A dodged shot now shows the dodge.
  • look at a weapon did not show its elemental damage. It now shows a line such as 'Elemental: 6-14 Ice'.
  • Evasion could come out 1% lower than the formula in help evasion, because the Body and Mind parts were each rounded down on their own. They are now added together before rounding, for players and creatures.
  • Under haste, your balance came back before Flurry of Blows finished its channel, so a queued command could fire during it. Your balance now returns when the channel ends, under haste or slow.
  • consider left out Flowing Defense, Evasive Footwork, Shared Senses, Nature's Shelter, Stone Patience and Armor Rating percentage bonuses from your gear when it judged a fight.
2026-10-21 v1.61.3
You can no longer use Aether Disruption, Vine Grasp, Spirit Rend, Still, Suffer or Aether Push while feared or charmed. Skills that do not fire no longer use aether or start their cooldown, and skills no longer take effect on a target in another room. The cooldowns command now lists each skill by name with its time left in seconds.
Changed
  • You can no longer use Aether Disruption, Vine Grasp, Spirit Rend, Still, Suffer or Aether Push while feared or charmed. Frenzy and Call Companion can no longer be used while you are stunned, staggered or dazed.
  • When a skill hits, its hit message now comes first, then the messages for its effects, such as an affliction, an interrupt or a push, then the Unbalance line.
  • cooldowns lists each skill by name with its time left in seconds, and says so when nothing is on cooldown. It showed codes such as skill:heavy_strike with a tick count. In screen reader mode it reads one sentence per skill.
  • A skill's help page shows only the arguments it takes. Skills that only work on yourself, such as guard, no longer show a target.
  • advance, shoot and changing rank during a fight now wait in the command queue while you are unbalanced, like other actions, instead of telling you to regain balance first.
  • Quick Channel now applies to Aether Reaver's cooldown, and Disruption Mastery now lengthens the DISRUPTED that Aether Siphon applies at rank 5.
Fixed
  • Some skills took effect on a target in another room, and others used aether on it and then did not fire. You now see 'Your target is not here.' and the skill uses no aether.
  • Cataclysm used up your momentum when it did not fire, throw and disarm started their cooldown when they did not fire, Call Companion started its cooldown and unbalanced you when the summon failed, and Battle Cadence at rank 5 hastened you when it did not fire. Now nothing is used up unless the skill fires.
  • throw with nothing to throw also printed 'Unknown command: throw'.
  • Ruin, Aether Cleave, Resonating Palm, Nerve Strike, Death Touch and Word of Ruin showed the hit messages for ranged attacks.
  • Under haste, your balance came back before Storm of Blades finished its channel, so a queued command could fire during it. Your balance now returns when the channel ends, under haste or slow.
  • You could backstab with an off-hand weapon that cannot backstab. Both weapons must now be able to backstab.
  • Aether Burst's bonus against afflicted targets did not apply to LACERATED, PLAGUE, IMPERILED or REMEMBERED PAIN.
  • Uses of Guard and Call Companion did not count toward the practice that lowers your next rank's cost.
  • Pandemic's message included enemies that are immune to the plague.
  • Elemental Storm's message for marking an enemy did not name the enemy.
  • Trying to wear a belt you could not wear said you cannot wear things on your head.
2026-10-12 v1.61.2
While you are linkdead, balance, cooldowns and effects now keep running as if you were connected, so a fight goes on and your automatic attacks keep swinging until you reconnect or die. A large experience grant at level 15 now stops at level 16 until you seal your class. The experience chart now lists every level from 1 to 30, and telnet clients no longer drop commands sent in quick succession.
Changed
  • While you are linkdead, balance, cooldowns, effects and barriers keep running as they do for a connected player. A fight goes on, your automatic attacks keep swinging, and effects wear off on time instead of waiting for you to reconnect.
Fixed
  • An experience grant large enough to clear level 16 carried a level 15 character past level 16 without sealing their class. It now stops at 16 with the bar 1 short of 17, like any experience earned at 16 before you seal.
  • Commands sent from a telnet client faster than the game takes them were dropped with a message to slow down. They now wait their turn and run in order.
  • experience chart showed the experience to clear each level next to the stat points for reaching it, left level 1 out of the rows and the total, and went past level 30, where the experience table stops. Each row now shows the experience to clear that level and the stat points clearing it gives, from level 1 to 30.
  • sayto lines showed in the main window whatever your config channel sayto setting was. They now follow it.
  • quest all listed some quests you had not started, such as ones that only ask you to talk to someone, as ready to turn in.
  • alias listed your aliases, and a room listed its containers, in a different order each time. Both are now in alphabetical order.
  • In a telnet client, Ctrl-W, Ctrl-Q and Ctrl-X sent commands the game refused. They now send nothing.
  • When you stopped following someone, the message they got named themselves instead of you.
  • Leaderboards lost their saved entries when the server restarted, and the gold and experience boards used each other's colours.
  • A new Mudlet profile did not play the login music.
2026-10-09 v1.60.1
About 100 room descriptions and the Atlas entries for 6 areas are rewritten, and room descriptions no longer assume which exit you came in by. Mentors, shopkeepers and innkeepers have new lines about what they sell and teach, and lines spoken by a quest giver now show the speaker's name. Help pages and healing messages now say health and afflictions where they said hitpoints, damage and states.
Changed
  • About 100 room descriptions and the Atlas entries for the West Wildlands, the Wild Forest, Willowdale, the Dark Forest, the Southern Hills and the Aetherdrift are rewritten. Room descriptions no longer assume which exit you came in by.
  • About 90 lines spoken by mentors, shopkeepers and innkeepers are rewritten to say what they sell or teach.
  • help health, help death, help stats, help mind, help warding and the class pages now say health and afflictions where they said hitpoints and states.
  • Healing messages now report health restored where they reported damage or hitpoints.
  • The Touched effect and several others now mention spirits where they mentioned gods.
Fixed
  • A quest giver's lines in the talk menu and journal hints showed no speaker. They now name the speaker, like any other speech.
  • help races showed empty and zero values in near-black, which is hard to read on a dark screen. They now show in grey.
2026-10-08 v1.60.0
Skill damage bonuses now apply before armor, kill experience follows the level curve, you recover 1% of your health each second out of a fight, and new characters start with 100 gold on hand and 1,500 in the bank. Evasion is capped at 90% in a fight, and your Body no longer adds extra attacks.
Changed
  • Heavy Strike, Retaliate, Execute and every other skill with a damage bonus apply it before armor, so they hit armored enemies harder, a grazing skill still gets through, and a skill's critical bonus gives a full double-damage critical. Thorn Shot is unchanged.
  • Having more Body than your opponent no longer gives extra attacks, for you or for creatures. It still raises hit and crit chance, and extra attacks come only from gear and effects.
  • Kill experience is 20 times the level squared for a normal creature of your level, scaled by its rating from easy to boss and by how tough it is next to a normal one, between half and double. The Wraith pays far more than before, and a barn rat pays 10.
  • You recover 1% of your maximum health each second while out of a fight, at least 1. Creatures keep their flat rate.
  • Evasion is capped at 75% from attributes, gear and effects, and at 90% in a fight once passives and stances are counted.
  • New characters start with 100 gold on hand and 1,500 in the bank. Trainers draw on the bank, shops take gold on hand, and help firststeps explains it.
  • consider counts a creature's permanent effects and incorporeal body and ignores your stance. help consider and help evasion explain the estimate and the caps.
2026-10-08 v1.59.1
3 creature behaviors that never fired now work: the forest treant calls allies when badly wounded, the will-o'-wisp drifts toward the pools and snares those who fight it in the mire, and the dark sprite fades when hurt. Every command now has a short form, follow, last, auction, calendar, leaderboard and time included.
Changed
  • Short forms cover every command, fol, las, auc, cale, lea and ti included. che, la and mud match more than one command and no longer resolve. chee, lau and mudm do.
  • Naming another player as the target of an attack, a shot, a skill or a hireling order is refused with one message. Willowdale has no player-versus-player combat.
Fixed
  • Creature reactions to being hurt never ran: the treant awakens below 40% health and calls 2 allies, the wisp beckons and drifts on dry ground and snares in the mire, and the dark sprite fades below 50% health. A creature does not react to the blow that killed it.
  • Dying while every recovery room was in use put you in a shared spare room. You now go to your own zone's recovery room, with the usual arrival effect.
2026-10-08 v1.59.0
Corrected 37 help pages that contradicted the game, and fixed get, drop, track, offer, buy and destroy. Screen reader users now hear every table as one sentence per row. Arcane Barrier now works against creature attacks, and Ward grants 1 of 6 wards.
New
  • Ward draws from 6 wards: Ward Against Blows (+10 armor), Ward Against the Elements (+8 warding), Ward Against Harm (+5 armor, +4 warding), Touched, Well Rested and Well Fed. It can be placed on yourself, another player or a creature that follows you.
  • help targeting (also help item-names) explains how items are named, and help aether gives the aether pool formula.
  • Screen reader users hear every table as one sentence per row, and generated skill pages read one sentence per rank.
Changed
  • Arcane Barrier works against creature attacks: a negated hit loses its elemental rider, and at rank 5 half of it is thrown back. Spirit Ward's protection applies before warding on riders.
  • Counter strikes (parry, A Hundred Returns, Mirror of a Thousand Hands, Evade rank 5) apply the target's incorporeal reduction and EXPOSED modifiers like every other hit, so a wraith takes a quarter of a counter.
  • Accuracy penalties add up: BUFFETED 25, SWARMED 25, DAZED 30 and DISRUPTED 15 points.
  • Taming needs the creature below 25% health.
  • Aether costs are checked and paid as one number, with the Elemental Form and Voice of Authority discounts and the Combat Channeling surcharge included.
  • Elemental Mark aims with Mind. Aether Cleave rank 4 keeps its +10% damage. Primal Ascendance gives +30% to +50% damage by rank instead of a flat bonus, and Envenom's poison grows by rank.
  • Experience for a kill counts the creature's armor.
Fixed
  • A Hundred Returns rank 5 and Mirror of a Thousand Hands rank 3 never healed. They now restore 10% of the counter's damage.
  • Spirit Resilience shortened helpful effects from allies and companions. It now shortens only harmful ones.
  • The taming chance used your size and wounds instead of the creature's. It now uses the creature's.
  • Elite, miniboss and boss creatures dealt 15% to 50% more than the hit line showed. The line and the config combat concise ledger now show it.
  • The target gauge did not refresh after Momentum Steal, the Aegis shockwave, Cleave splash or Steam.
  • get "" crashed the command and get g took gold for any item starting with g. track at 3 hunting skills named the wrong exits. offer and appraise could not see goods in the bag. put overflow removed a whole stack, drop all left stacks behind, brew and poultice spent herbs before checking the result, and give treated any name ending in gold as gold.
  • destroy and trash refused different things. Both now refuse cursed and quest items, staves holding a crystal, and carriers or containers with contents.
  • 37 help pages contradicted the game: health, crafting, damage, time, Weaver and spec armor advice, the athletics, hunting, herbalism and thievery skill lists, crossbows, prompt tokens and train ranks among them.
  • Picking up an item just before a server restart could duplicate it, deleted signs and scrawls came back after a restart, and once-per-fight passives stayed spent after a logout or restart.
  • Doors and chests you had unlocked relocked when a builder edited the room, and a room edit while you stood there could drop you from the room.
2026-10-07 v1.58.1
Timed effects now count in tenths of a second instead of 4 second steps, so every effect lasts exactly its listed duration and the effects list counts down by the second. Mirror of a Thousand Hands, Primal Ascendance and Avatar of the Wild end their stat bonus together with their form, after 6 to 25 seconds instead of 32 to 80.
Changed
  • Effect durations, and how often an effect heals or deals damage, are exact to a tenth of a second. Food, drink, draughts and every other timed effect last as long as before, now measured precisely.
  • effects counts down by the second and never shows 0 for an effect that is still running.
  • Mirror of a Thousand Hands' +50 evasion lasts the rank's 6, 8 or 10 seconds and ends with the mirror.
  • Primal Ascendance's and Avatar of the Wild's stat bonuses last 10 to 16 and 20 to 25 seconds and end with the form.
  • Effects you had when you logged out resume once with their full duration after this update.
Fixed
  • Those three bonuses lasted 32, 48 and 80 seconds whatever the rank said, long after the form had ended.
  • Mirror of a Thousand Hands, Primal Ascendance and Avatar of the Wild gave no message when their stat bonus started. They now announce it.
2026-10-06 v1.58.0
Logins lock out after 5 failed attempts, players who disconnect after a server restart now go linkdead instead of staying in the world, and a refused ranged opener no longer pulls you into a fight. Dual Wield can now be trained, outbid auction bids are refunded, and enchanting, salvage, trashing and web mail can no longer be used to create gold, materials or experience.
New
  • Dual Wield can be trained at the academy trainers by every class except the Weaver. Type train dual wield, then wield a one-handed weapon in each hand. help dual-wield explains the ranks.
  • Outbid auction bidders get their gold back with a message. Offline bidders find it in their inbox.
Changed
  • After 5 failed login attempts from one address or on one account, logins are refused for 15 minutes.
  • Pressure Point Assault now leaves you unbalanced for 2.5 seconds, like the other finishing strikes. Pandemic, Aether Reaver, The Great Hunt and Thousand Cuts now leave you unbalanced for 2 seconds.
  • goto delay accepts at most 60 seconds. A walk ends if you leave its route by hand.
  • Enchanting raises an item's value by 10% of its unenchanted value per enchantment instead of repricing it from its stats.
  • salvage returns fewer units than the item's recipe consumed. An item worth less than one unit of its material yields nothing and stays in your pack.
  • Trashing an item no longer grants experience.
Fixed
  • Players who disconnected after a server restart stayed in the world as if still connected. They now go linkdead like any dropped link.
  • A ranged opener refused for lack of aether (aetherbolt, aetherlance, elementalburst, chainbolt, thornshot, pounce) left you in a fight. The target is now taken only when the skill fires.
  • An auction's sold item was also sent back to an offline seller. Players at the character menu now receive auction gold and items by mail instead of a server error.
  • Web mail sent or read while you were online, or while you sat at the character menu, could duplicate or lose gold and items.
  • goto stalled for about 3 seconds after a willow crossing, and tab completion and / commands stopped working after a server restart. These now work.
  • help dual wield, train dual-wield and train dualwield did not reach the Dual Wield page and skill. They now do.
2026-10-05 v1.57.1
Closed several holes that let text from another player, or a crafted link, run as code in your web browser. Color tags typed into chat, speech, emotes, mail and descriptions are now removed, and prompt color codes only accept numbers from 0 to 255.
New
  • help gear explains carrying, wearing and using things, and help start links to it.
Changed
  • Color tags you type into chat, say, emotes, tell, mail and descriptions are removed before anyone sees the line. Prompt color codes still work.
  • In prompt, a color code above 255 now falls back to the default color.
  • The web client's prompt bar now shows background colors from your prompt.
  • help people now lists sell, and help vitals points to score.
Fixed
  • Text typed in chat or say could run as code in other players' web clients through the Comm window. It now always shows as plain text.
  • A crafted link to the website's help search, forum or a missing page could run code in your browser. Those pages now show such text as plain text.
  • help unmute and help notetoself showed HTML codes instead of angle brackets in their usage line.
  • help remove said it wears items, and help inventory said it shows your equipment. Both now describe what the commands do.
  • At the Fell's Edge, the old cattle track pointed southwest, away from the forest it leads toward. It now runs southeast.
2026-10-05 v1.57.0
The High Road has 10 new rooms of moor before the Crossway, and every area you can walk to is now placed on one shared map, so Mudlet maps of nearby areas line up. The config command shows each setting before you change it, new players get a welcome and starter help pages, and the Comm widget shows your own lines, whispers and emotes. Dying now clears every timed effect, and hidden creatures close in without warning.
New
  • 10 new rooms on the High Road cross the moor between the peat cuttings and the boundary stone outside the Crossway. The ring road wagons travel them too.
  • Added a room below the Fellmarch's southern boundary stone. Go down from the stone to reach it and south to the Vale Road. Coming the other way, go north, then up.
  • Added help for new players. help start leads to pages on commands, moving, vitals, people, fighting and first steps. help willowdale explains what is different for players who know other MUDs, and help new opens help start.
  • A new account's first login ends with a welcome that points to help start and help willowdale.
  • config linewrap shows the screen size your client reports.
Changed
  • Every area you can walk to is now placed on one shared map, with the Willowdale square at the center. If you map with Mudlet, delete the Southern Hills, Saltwick, West Wildlands, The Greymount Foothills, The Greymount High Road and The Fellmarch areas in the mapper and walk them again.
  • config now shows the setting, what it does and its options, and never changes it. Type config to change it. config tinymap no longer toggles the map.
  • The config list is clickable and colored, and screen reader mode reads it as plain sentences.
  • config resetlayout now needs config resetlayout confirm.
  • The smallest config linewrap width is now 40, and config wimpy takes 0 to 100.
  • config channels includes emote, and config channel shows that one channel.
  • whisper now reaches only players in your room, found by part of their name. Use tell for anyone farther away.
  • While you are hidden, your emotes and socials are not shown, and you are told so. Hidden creatures no longer give themselves away with emotes.
  • The Comm widget in the web client and Mudlet shows your own lines as You say, You chat and so on, and also shows whispers, emotes, mob shouts and shouts heard from the next room.
  • Dying ends every timed effect on you, good or bad. Effects from your gear, race and pet stay, and so do stances you hold, such as Braced.
  • Hidden creatures close in without a warning line and appear just before their first blow. The combat display and your companion join the fight once the creature is seen.
  • help death now says which levels lose no experience and how long a spirit essence lasts.
  • New-character login notices follow your config channel login setting.
  • If you are muted, the refusal now points you to tell.
Fixed
  • The Comm widget named hidden speakers, and showed lines meant for one player, such as a merchant's refusal, to the whole room.
  • config channel emote was refused as an unknown channel. It now works.
  • Explosion followed you into the Aetherdrift as On Fire. Death now ends it.
  • The Forest Lynx and the Spriggan lost their opening backstab when they closed in from hiding. It now lands.
  • A hidden creature's emerge line arrived after its first blow. It now comes before.
  • Lines that open with a creature's name now start with A or An, as in A Forest Lynx emerges from the shadows.
2026-10-03 v1.56.0
Channelers now fight with a two-handed staff that holds a focus crystal, and wands are gone. Only a shield can block. Armed mobs now get the same per-level damage as unarmed ones, so an armed mob never hits softer than it would unarmed.
New
  • A Channeler's staff holds a focus crystal. At a crystalwright's bench, craft set sets one in and craft unset takes it out, at no cost and with no skill. Setting a crystal into a staff that already holds one puts the old crystal in your pack.
  • The Channeler's Study at the academy has a crystalwright's bench.
  • Crystalwrights cut focus crystals from quartz and amethyst.
  • look at a staff shows the crystal set in it, and inventory shows it on a row under the staff.
  • Added the Clear Focus Crystal, Frost-Veined Focus Crystal, Ashwood Staff, Blackthorn Staff, Hearthite Longsword and Ironwood Greatbow.
Changed
  • Wands are removed. Every Channeler specialization uses a staff.
  • Staves are two-handed, so a Channeler's offhand stays empty. Focus crystals are no longer worn in the offhand.
  • A focus crystal adds Aether Power and aether damage only when it is set in a staff that a Channeler wields.
  • New Channelers start with an Apprentice Willow Staff with a Cloudy Focus Crystal set in it.
  • Block, Shield Wall and skills that need a shield work only with a shield. A focus, fetish, chest tattoo or quiver in the offhand no longer counts.
  • A staff with a crystal in it cannot be sold, salvaged or destroyed until the crystal is taken out. An enchant that destroys a staff returns its crystal to your pack.
  • Loose focus crystals can be enchanted. The bonus is added to the crystal's damage.
  • A staff a mob drops can come with its crystal, and each rolls its own quality. Gear a mob carries in its pack from spawn now rolls drop quality like worn gear.
  • Armed mobs get the +2 damage per level that unarmed mobs get. Several mobs carry new weapons that suit their level.
  • The Ettin swings its club once per attack with a 24% stun chance, where it swung twice at 12%.
2026-10-03 v1.55.2
Weavers can no longer wield two-handed weapons. In the web client, tattoo tooltips name the slot the tattoo fills, and the Equipment panel stays aligned at every font size.
Changed
  • wear refuses a two-handed weapon for a Weaver, and equip all skips them. One-handed staves still work.
  • A two-handed weapon a Weaver already wields stays until you remove it.
  • A Weaver cannot dual wield. help dual-wield and help weaver say so.
  • Web client item tooltips show a tattoo's slot, such as Back ink (Tattoo), where they used to show Ring (Tattoo).
Fixed
  • The web client's Equipment panel lost its column alignment at font sizes above 11.
2026-10-03 v1.55.1
A Weaver's tattoo slots now have their own names and their own group. Equipment shows a Tattoos group with Hand ink, Chest ink, Back ink and Face ink where it used to show Mainhand, Offhand and the 2 ring slots, in the game and in the web client. A Weaver wears 1 back tattoo and 1 face tattoo, and the offhand now takes only a chest tattoo.
Changed
  • equipment shows a Weaver a Tattoos group with Hand ink, Chest ink, Back ink and Face ink, and Jewelry lists only Neck. Other classes see Weapons, Armor and Jewelry as before. The layout follows your class and switches when you change it.
  • The web client's Equipment panel shows the same groups and names and switches with your class without a relog.
  • look at a Weaver, and peek, show the Weaver slot names.
  • A back tattoo only goes in the Back ink slot and a face tattoo only in the Face ink slot. Wearing a second back tattoo takes off the first. Before, you could wear 2 back tattoos or 2 face tattoos.
  • A Weaver's offhand takes only a chest tattoo. A shield, focus, fetish or second weapon is refused.
  • Switching to Weaver moves whatever you hold in the offhand into your pack, the same as rings.
  • equip all puts back and face tattoos in their own slots, and skips rings and offhand items a Weaver cannot wear.
  • show describes a chest, back or face tattoo as a Weaver's ink.
  • help equipment and help weaver explain the Weaver slots.
  • A face tattoo in the first ring slot, or a shield in a Weaver's offhand, from before this update stays until you remove it.
Fixed
  • look at a chest, back or face tattoo gave its slot as Offhand or Ring. It now says Chest ink, Back ink or Face ink.
2026-09-29 v1.55.0
Being stunned, feared, rooted or otherwise stopped from attacking no longer puts you off balance. Your automatic attacks and queued commands wait, and resume on their own when the effect ends. The effects list now says what each effect does, the craft list shows what you can make, and help pages read as plain text for screen reader users.
New
  • effects lists what each effect does under its description: what it restores and how often, and which stats it changes.
  • craft at a station marks each recipe you can make right now as Ready and shows how much of each material you have. It also names what else is in the way: a missing skill, a fee you cannot pay, or an order already placed.
  • A room with a crafting station says so when you look, with a craft tag to click.
  • help survival lists the ground each gathering command works on. biome tells you what ground you stand on.
  • With config screenreader on, help pages read as plain text: no markup characters, no alignment padding, and formulas said in words.
Changed
  • Anything that stops your attacks no longer puts you off balance, so you can act by hand at once. This covers stunned, staggered, dazed, feared, Shield Wall, charmed by your target, rooted out of reach, and a target out of sight. Automatic attacks resume within about 1 second after it ends.
  • A queued command refused by any of these goes back to the front of the queue and waits. Queued commands it does not stop still fire.
  • flee and retreat never wait behind a queued command that is waiting, whether it waits on one of these or on a cooldown.
  • When a root keeps you from reaching your target, you close on it by yourself once the root ends.
  • Wild Berries and Ripe Apples give the Fresh Fruit effect (was Berry Vigor). What it does is unchanged.
  • look at an item with config screenreader on reads stat bonuses in full words, such as Armor plus 3.
Fixed
  • Automatic attacks stopped for good when a root held you away from your target.
  • An automatic ranged ability stopped for good when a stun refused it.
  • A stun or fear emptied your command queue, one refused command at a time.
  • Typing flee did nothing while another flee was waiting in the queue.
  • Letters such as æ, ø, Ã¥ and é disappeared from text that wrapped to your line width.
  • Eating Ripe Apples showed messages about berries.
  • help retreat ran its list together into one paragraph.
2026-09-29 v1.54.1
Debuffs from Dark Willowdale Forest creatures are shorter and can no longer chain, the dark sprite's hit-and-fade now works, and you no longer charge after an enemy you cannot see.
Changed
  • Deathly Chill lasts 8 seconds (was 12), Jaw Lock 8 seconds (was 16), the ettin's stun 5 seconds (was 10) and the wraith's Terror 4 seconds (was 8).
  • Aether Sickness from the Corrupted Liravell lasts about 90 seconds (was 6 minutes).
  • A creature's on-hit debuff no longer restarts while you already have it. It runs its length, and then you get 3 seconds before it can land again.
  • The forest treant's Massive Blow has a 12 second cooldown.
  • The forest lynx, spriggan and forest treant stay hidden nearly all the time while idle, so they usually attack from hiding.
  • When the enemy you are fighting hides at range, your attacks wait until it comes back or shows itself. You see one line when that starts, and your automatic attacks carry on afterwards.
Fixed
  • The dark sprite's fade did not take it out of melee. It now breaks away when wounded, vanishes, and returns with a critical strike from hiding.
  • A creature's readied backstab could land on someone other than the player it was meant for.
2026-09-28 v1.53.3
Willows no longer get a line of their own in the room display. They are still named in the room description and can be looked at as before. The Proving Grounds tip now says how to get from the Academy to the village.
Changed
  • No willow shows a line of its own in the room display any more, and the willows in the Willowdale square and the Academy courtyard no longer show a touch tree tag. touch tree still crosses between those two.
  • help willows covers only the crossing between the Willowdale square and the Academy courtyard until you have learned the willow network.
  • The Proving Grounds tip now tells you to touch the willow in the Academy courtyard to reach the village.
2026-09-27 v1.53.2
New help pages explain the willow crossings and the examine command, and several help pages were updated or made easier to find. help craft and help shelter now always show the base skill.
New
  • Added help willows: crossing between willows, learning the network, attuning to young willows, the aether cost, and what your pack horse and cart do. help touch and help willow open it too.
  • Added help examine.
Changed
  • The help index now lists help new, help goto, help targeting, help destroy, help attune, help examine and help willows, and the main help page points new players to help new.
  • help goto says routes can use willow crossings, help list covers pack horses and carts, and help map explains mapunmark and the web client's Mark location unknown.
  • help fight opens help combat, and help effects and help classes say how to read about each entry.
Fixed
  • help craft and help shelter showed a different skill tier almost every time. They now show Basic Crafting and Wilderness Shelter.
2026-09-27 v1.53.0
Aether Skin no longer fades after a few seconds. It now lasts until damage breaks it, stays up when you log out, and its strength is based on your maximum aether instead of your maximum health. Aether Shield now stacks on top of a standing Aether Skin instead of replacing it.
New
  • The web client's HP bar shows your barrier as a hatched purple stretch after your health, and the label adds it, as in HP 58/58 +12.
Changed
  • aetherskin lasts until damage breaks it, with no time limit. It stays up between fights, when you log out and through game updates, and dying clears it.
  • aetherskin absorbs 15%, 17%, 20%, 22% or 25% of your maximum aether by rank, instead of the same share of your maximum health. Gear that raises maximum aether, such as focus crystals, makes it stronger.
  • Using aetherskin while your barrier is already at full strength does nothing and costs no aether.
  • aethershield adds its strength on top of a standing Aether Skin. It is used up first, and when its time runs out only its own part fades.
  • Aether Shield's rank 5 reflect counts only the damage the Aether Shield part absorbed.
Fixed
  • Damage over time that your barrier absorbed was still reported as damage you took. The line now shows only what gets past the barrier.
  • Your barrier said nothing when damage over time, poison or a charging creature drained it or broke it. It now says what it absorbed and what it has left.
2026-09-27 v1.52.1
Your cart now crosses the willows with you, so it no longer waits at every willow you use. Carts can also cross the Willowdale square, take the Wildland Path west to the Greymounts and reach the woodcutter's clearing, and a cart that has to stay behind now tells you why.
Changed
  • Your cart crosses by willow with you when the willow you reach can take a cart: the Willowdale and Greyhearth willows, the mine mouth, the Bench Pastures and the Edge of the Farmlands. At the Academy courtyard and the Dark Forest willow it waits at the willow you left, and rejoins you when you cross back.
  • Carts can now enter the Willowdale square, the stretch of the Wildland Path through the briars, and the track under the canopy that leads to the woodcutter's clearing.
  • When your cart stays behind, it says whether it can't fit where you went or can't follow the way you traveled.
Fixed
  • Walking west on the Wildland Path, or through the Willowdale square, left your cart behind at the edge.
2026-09-26 v1.52.0
The stable masters in Willowdale and Greyhearth now have stable yards of their own, and stables show on the map with their own symbol. The list command now looks the same at every shop, stables included, and view shows what a pack horse or cart carries. Nothing can be gathered in the Willowdale square or on the Greyhearth village streets any more.
New
  • Added stable yards: In the Stable Yard, south of By the Stables in Willowdale, and In the Stable Yard by the Gate, east of Greyhearth's High Gate. Wendel and Dilys sell pack horses and carts there now, and stable and stable fetch work there instead of on the road.
  • Stables show on the map with their own S symbol.
  • view at a stable shows what a pack horse or cart carries, which goods it takes and where it can go.
Changed
  • list looks the same at every shop. The stables list their pack horses and carts in the usual table under their own names: Willowdale Stables, Crossway Stables and Greyhearth Stables.
  • A pack horse can go into the Crossway stable row, so one bought there stays with you. A cart bought or fetched there still waits in the Crossway Yard.
  • Greyhearth from the Village Stair up to the High Gate is town ground, and hostile creatures can't wander into it.
  • Nature's Shelter no longer gives its bonus on Greyhearth's village streets.
  • Damaged pelts are now worth 2 gold, up from 1.
Fixed
  • You could forage, gather herbs and chop wood around the great willow in the Willowdale square and on its market streets, and mine ore on Greyhearth's village terraces. Nothing can be gathered there now, and you can't raise a shelter under the willow.
2026-09-26 v1.51.0
Willowdale now has a village sawmill, north of the cooper's yard. With Basic Crafting you can saw Hardwood Logs into timber that sells for 5 gold instead of 2, straight from your backpack, your cart or your depot.
New
  • Added The Village Sawmill in Willowdale, north of the cooper's yard. mill or mill all saws your Hardwood Logs into Lengths of Sawn Timber for 1 gold a log. It needs Basic Crafting.
  • The saw takes logs from your backpack, carriers, pack horse and cart, and from your depot, and the timber goes onto your cart, horse or backpack like any other gathered goods.
  • Added help mill.
Changed
  • help crafting now says wood gear takes branches, since timber is a separate good.
2026-09-26 v1.50.0
You can now buy a pack horse or a material cart to carry your gathered goods. The horse follows you almost everywhere, and the cart hauls ore, wood and hides along roads and open ground, so a long gathering trip no longer ends with an overloaded backpack.
New
  • Added pack horses (250 gold, 20 items of any gathered goods) and material carts with their own mule (400 gold, 40 items of ore, wood and hunter goods), sold by the stable masters in Willowdale, at the Crossway inn on the Fellmarch and in Greyhearth. Use list and buy there. You can own one of each.
  • The horse follows you everywhere except into buildings, caves and mines, where it waits outside and catches up when you come out. The cart keeps to roads, paths and open ground, and waits where you leave it. A woodcutters' track from Stonewall Fork takes it into the Wild Willowdale Forest. Neither goes down the Saltway or into Saltwick.
  • New finds go onto your cart and horse before your backpack, and goods on them never slow you down. Selling, crafting, the caravans and the depot all use them.
  • unload , put on horse, get from cart, look horse, look cart, sell all from horse and sell all from cart move, show and sell their goods.
  • stable at a stable shows where your horse and cart are, and stable fetch brings your cart to you for 5 gold.
  • Added help stables.
Changed
  • inventory lists your pack horse and cart, and where each waits when it isn't with you.
Fixed
  • A shopkeeper who respawned came back with only the stock players had left, not a full shop. Each shopkeeper now keeps its own stock and starts full.
2026-09-25 v1.49.0
Caravans now haul gathered goods to a new depot. Hand hides, ore, wood, fish and herbs to a wagon on the ring road or a porter on the Saltway, and they go into your depot when the caravan reaches the end of its road. Depot keepers in Willowdale, Greyhearth and Saltwick hold your goods, and you can sell and craft from the depot in those towns.
New
  • Added the depot, kept by depot keepers in Willowdale, Greyhearth and Saltwick. Every keeper holds the same depot. depot lists it, depot put stores goods for free and depot get [count] takes them out.
  • Added caravans: 2 wagon caravans on the ring road between Greyhearth and Willowdale, and a line of basket porters on the Saltway. load hands goods to any wagon or porter for 1 gold per item or stack. They reach your depot when the caravan reaches the end of its road, even if you are offline, and the wagons and porters can't be attacked.
  • The depot holds up to 100 of each kind of goods, counting goods still on the road.
  • sell from depot and sell all from depot sell straight from your depot in Willowdale, Greyhearth and Saltwick, and crafting stations there use depot goods as if you carried them.
  • Added help depot and help caravans.
Fixed
  • Recent auction history was lost whenever the server restarted for an update. It is now kept.
2026-09-25 v1.48.1
The willow crossing between the Willowdale square and the Academy courtyard now always shows on the Mudlet map. Secret exits you have found stay found instead of hiding again a few minutes after you leave.
Changed
  • look willow in the Willowdale square or the Academy courtyard shows the pale light under its bark.
  • touch willow works the same as touch tree.
Fixed
  • The touch tree crossing between Willowdale and the Academy could drop off the Mudlet map, leaving the mapper unable to walk between them. It now always shows, and it no longer appears in the room's exit list.
  • A secret exit you had found hid itself again a few minutes after you left the room it leads to, and after every restart. It now stays found.
2026-09-25 v1.48.0
Gathered goods now have carriers of their own: a Hunter's Pack, Ore Basket, Log Sling or Fishing Creel holds its kind of goods, and whatever doesn't fit goes into your backpack instead of onto the ground. You can also sell a whole bag or carrier at once, and choose which skin qualities you keep.
New
  • Added four carriers in two sizes each: the Hunter's Pack (hides, pelts, bones, antlers, feathers), the Ore Basket (ore, stone, gems), the Log Sling (logs, branches) and the Fishing Creel (fish, shellfish, shells, pearls). The small ones are sold at the Adventurer's Emporium in Willowdale, the large ones in Greyhearth and Saltwick.
  • sell all from bag or sell all from sells everything a merchant will buy, after confirming the count and the gold.
  • config skinquality any|normal|fine|pristine leaves skins below that quality behind when you skin a kill. Essences are always kept.
  • put in , get from , get all from and look move and list carrier goods. help carriers explains it all.
Changed
  • Nothing you skin, gather or pick up is refused or left on the ground any more. When the ingredient bag or a carrier is full, it goes into your backpack.
  • The ingredient bag now holds herbs, plants, essences and inks. Produce such as apples, vegetables, nuts, seeds and wheat goes into your backpack.
  • look, eat, drop, give and sell work on goods inside carriers, and crafting uses them.
  • Hardwood logs now stack to 5.
  • stash and storage are switched off for now. They return with player housing.
Fixed
  • Giving one item from a stack gave away the whole stack while you kept all but one. Now one item changes hands.
  • Putting one item from a stack into a chest did the same. It now puts in one.
  • Opening a Saltwater Oyster, and other items you use, now works while the item sits in a carrier or the ingredient bag.
2026-09-25 v1.47.3
Hired mercenaries and tamed or charmed creatures now follow you the way companions do, and rejoin you when separated. When you die, your followers wait where you fell and rejoin you when you climb out of the Aetherdrift.
New
  • Mercenaries you hire and creatures you tame or charm follow you through recalls, portals and teleports, and one left behind rejoins you on your next move once it is free.
Fixed
  • Your companion followed you into the Aetherdrift when you died and was lost when you climbed out. It now waits where you fell.
  • tame did not count tamed creatures toward your follower limit, so you could tame any number. They now count.
2026-09-24 v1.47.2
Your companion now keeps up with you at any speed, and everything following you escapes with you when a flee succeeds. Wounded creatures that flee keep running a few rooms and lie low until they heal, so they can be tracked down and finished.
New
  • When your flee succeeds, your companion and anything else following you escapes with you, even out of melee. One that is downed or held fast stays behind.
  • A wounded creature that flees runs 2 or 3 more rooms, then lies low until it heals. Follow its trail with track, and catch it within 30 seconds to corner it: it turns and fights instead of running again.
Fixed
  • Your companion fell behind for good if you moved twice in quick succession. It now keeps up, and one left behind rejoins you on your next move once it is free.
  • tackle did not stop a wounded creature from fleeing. It now stops it fleeing until the tackle wears off.
  • A creature that stole from you could vanish if left alone long enough, taking your item with it. It now stays until someone kills it.
2026-09-24 v1.47.1
Spirit Shrines are in the game. The first one is by the fountain in Willowdale's Tranquil Garden, and Channelers now change their element there. The ingredient bag also has its own help page.
New
  • Added a Spirit Shrine at the Fountain of Serenity in Willowdale's Tranquil Garden. Channelers with Elemental Affinity see a line there pointing to attune.
  • help ingredients explains the ingredient bag and the ingredients command. help inventory now points to it.
Changed
  • attune now only works at a Spirit Shrine, and still not in a fight. Plain attune shows your current element anywhere, even in a fight.
Fixed
  • Elemental Affinity told players to visit a Spirit Shrine, but none existed. The shrine is now in the game, and the skill description names the attune command.
2026-09-24 v1.47.0
Area attacks from the spriggan and the ettin no longer hit players who are already down, and auto-attack keeps going when a queued skill is blocked. Creatures walk home at a normal pace, and quiet areas now refresh their wandering creatures.
Changed
  • Wandering creatures left alone in a quiet area for about 17 minutes are replaced with fresh ones from that area.
  • quests lists the people you need to report to in every area where they can be found.
Fixed
  • The spriggan's Thorn Burst and the ettin's Ground Pound hit players who were already down. They now pass over them.
  • Auto-attack stopped after a queued skill was blocked by a stun, fear or charm. It now carries on.
  • Fights in a room sometimes broke off when a different fighter fled, left or fell. Now only that fighter drops out of melee.
  • Creatures heading home could crawl one room a minute. They now walk at a normal pace.
2026-09-24 v1.46.3
Combat no longer talks about rounds, since every fighter acts on their own timing. Help text and the quit countdown now use attacks and seconds.
Changed
  • quit meditation now counts down in seconds instead of rounds.
  • help athletics and the Tackle description say what a tackle does: it knocks your opponent to the ground for a few seconds.
  • help dual-wield now says both weapons can swing in one attack.
2026-09-24 v1.46.2
Automatic attacks now carry on after a stun, stagger or fear wears off. CHARMED now stops you attacking whoever charmed you, and CONFUSED makes your attacks and skills sometimes go wide. Both are explained in help charmed and help confused.
New
  • help charmed and help confused explain two afflictions: a charmed player cannot attack whoever charmed them, and a confused player's attacks and skills sometimes go wide.
Fixed
  • Automatic attacks stopped after a stun, stagger or fear until you typed attack. They now carry on once it wears off.
2026-09-24 v1.46.1
Creatures now react when a fight starts, and some use abilities during it: the dark sprite backstabs from hiding and the forest treant groans for help. A backstab now gives one critical hit instead of one on every swing, and a creature that flees now leaves the room.
New
  • Creatures react when they start a fight, and some, like the forest raven, call others to join.
  • The dark sprite backstabs mid-fight, and the forest treant groans for help from the fey around it.
  • The forest lynx and spriggan hide while they wait and strike from hiding when they reach you.
  • Creatures now react when you ask them about something they know nothing about.
Changed
  • An animal tamed for an hour now goes back to the wild when the hour is up, and tamed animals go back to the wild when you log out.
Fixed
  • A backstab made every later hit in the fight a critical hit, for players and creatures alike. It now makes one.
  • Automatic attacks stopped after your backstab until you typed attack. They now carry on.
  • A creature that fled was still listed in the room it left, and you stayed locked on it. It now leaves through the exit.
  • Creatures answering a call for help now only come from ground they roam, so the treant stays in its grove.
2026-09-24 v1.46.0
Several Dark Willowdale Forest creatures now use abilities that never fired before, including the spriggan's thorn burst, the ettin's ground pound and the wraith's terror. Charges and area attacks can now be dodged, and shield blocks, a raised guard and armor reduce them.
Changed
  • Stag, boar and elk charges, the ettin's ground pound and the spriggan's thorn burst can be dodged, and shield blocks, guard and armor now reduce them. A dodged charge no longer staggers you.
  • scout and throw now wait 8 seconds between uses, tackle 20, and scribe 8 between runes and 20 between scrawls.
Fixed
  • Random chances in creature, room and item scripts always rolled the same result, so the spriggan's thorn burst, the ettin's ground pound, the wraith's terror, the will-o'-wisp's snare and the dark sprite's fade never happened, the timber fox never stole, and Saltwater Oysters never held a pearl. They now roll at random.
2026-09-24 v1.45.6
Weavers and Shamans now regenerate aether in combat at their full rates from level 16, and Meditation gives its full bonus out of combat. Both were being rounded down.
Fixed
  • Weavers regenerated 2 aether a second in combat from level 16 instead of 2.5. They now get 2.5.
  • Shamans regenerated 1 aether a second in combat from level 16, the same as Wardens, instead of 1.5. They now get 1.5.
  • Meditation's out-of-combat aether bonus was rounded down, so some ranks gave less than their listed percentage. It now pays the full percentage.
2026-09-24 v1.45.5
Aether Sickness from the Corrupted Liravell now halves your health and aether recovery instead of draining you. Natural recovery can no longer fall below zero, whatever debuffs you carry.
Fixed
  • Aether Sickness drained over 40 aether a second, and about 49 health a second once the fight ended, killing players within seconds of beating the Corrupted Liravell. It now halves health and aether recovery for its 6 minutes.
  • Having Thirsty and Weakness at the same time drained 1 health a second. Together they now only stop health recovery.
2026-09-24 v1.45.4
Shops now sell by number only. Type list at a merchant to see what is for sale, then buy the number shown beside it.
Changed
  • buy and hire only take the number shown in list. Item names and naming the merchant no longer work.
  • help buy, help hire and help list now show buying by number.
Fixed
  • Typos in help buy and help sell.
2026-09-21 v1.44.0
Death now returns you to the nearest settlement or camp instead of the village square, your spirit essence tells you where it waits, and the suicide command is now succumb. Spirit companions show their health in the combat panel, the Channeler's barrier says when it fades, and a chandler's shop has opened.
New
  • Every region has its own return point after death: Saltwick's village well, the Crossway Yard in the Fellmarch, Greyhearth's Shrine of Open Hands, and the Elunari camp for both forests. Roads and the village outskirts still return you to Willowdale's square.
  • Spirit companions show a health bar in the combat panel, grouped or not, in the web client now and in the Mudlet UI with its next update. Toggle it in the panel's settings.
  • Tegan Cordwell keeps a chandler's shop selling coils of rope, tin lanterns, pots of pitch and rolls of canvas.
  • Skinning a spirit creature yields a named essence: Spirit Essence, Frost Essence, Corrupted Essence or Fey Essence.
Changed
  • suicide is now succumb. It works the same, including while bleeding out, and the bleed-out message now tells you to bandage or succumb.
  • Your spirit essence names the room and region it waits in, both when you die and when you try to recover it somewhere else.
  • Aether Skin and Aether Shield tell you when the barrier fades unused.
  • Skin drops from named creatures use the creature's kind, so a hide from Arthen is a cave bear hide.
  • The Elunari camp in the Wild Willowdale Forest no longer admits wandering hostile creatures.
Fixed
  • Buff and skill messages that showed a raw pronoun placeholder, such as the deathly chill and drugged haze lines, now render the pronoun, and verbs agree with they-pronoun characters.
  • The feedback command failed to post reports with a long first line. Titles are now trimmed to fit.
  • A companion's health was only sent to grouped players, and never when it took damage. It now reaches everyone on every hit.
2026-09-20 v1.43.5
Every hit you take now shows the attack roll and what armor and your shields took out of it. A new concise combat mode writes each hit as a one-line damage ledger, and both damage shields report what they absorbed and how much they can still take.
New
  • Added config combat verbose|concise. Concise mode writes each hit as a ledger such as Att: 11, AR -2, SH -5. Dmg: 4, listing every term that changed the number. See help combat for the codes.
  • Added one color each for Attack, Armor, Shield, Barrier, Warding, Aether and Damage, used on combat lines, shield messages, the prompt shield readout and the score screen.
Changed
  • Verbose hit lines now end with the attack roll and a breakdown, for example [Attack damage was 11. 3 blocked by armor, 4 absorbed by shield].
  • Aether Skin and Aether Shield report what the barrier absorbed on the hit line and say how much it can still take, or that it broke.
  • The Weaver spirit shield reports its absorbed share and remaining strength after each hit, and its fray and break lines now follow the hit that caused them.
  • Barrier messages say a barrier breaks where they said it shattered, Aether Lance included.
  • The web client prompt bar settings button stays in place when the bar grows.
Fixed
  • A hit fully absorbed by the spirit shield no longer says it bounced off your armor.
  • Aether Skin absorbed damage silently, so the hit line showed more damage than you lost.
2026-09-12 v1.43.4
Greetings, idle lines and conversation topics for shopkeepers, mentors and villagers in Willowdale, the academy, Greyhearth, the Fellmarch and Saltwick are rewritten. Quest offers, hints and turn-in messages now say what is wanted and where to take it.
Changed
  • NPC greetings, idle lines and conversation topics across Willowdale, the academy, Greyhearth, the Fellmarch and Saltwick are rewritten.
  • Quest offers, step hints and turn-in messages are reworded to say what is wanted and where to take it.
2026-09-09 v1.43.2
Talking to an NPC no longer takes over your prompt bar or hides what is said around you. A follow-up task from the same giver is now offered in the same conversation, and a quest offer now understands answers such as yes, accept, no and later.
New
  • A quest offer accepts 1, accept, yes, y or quest accept, and 2, no, leave or later sets it aside for a later quest accept.
Changed
  • Finishing a task through talk now offers its follow-up from the same giver in the same conversation instead of after it.
Fixed
  • The prompt bar in the web client and Mudlet showed the question from a talk menu or a quest offer, and kept showing it after you answered. It now always shows your configured prompt.
  • Say, emote and room messages were dropped while you were in a talk menu or reading a quest offer. They now reach you.
  • Typing accept or no at a quest offer ran it as an unknown command.
2026-09-07 v1.43.1
The login track now plays to the end before area music starts. Rooms with no music of their own play the catalog in order, like a radio, and every new track fades in over 3 seconds.
New
  • Added a radio for server mode. Rooms with no music of their own play the catalog in order.
  • Every new track fades in over 3 seconds.
Changed
  • music stop and a playlist that runs out return you to server mode.
  • music mode server starts the world's music at once.
  • A track started with music play that is not on your playlist loops on its own.
  • Homes, inside rooms and shops now count as safe biomes.
2026-09-05 v1.43.0
Safe walk keeps your automatic routes on safe ground. Turn it on with config safewalk on and goto and showpath stick to roads, paths, inns and post offices, with only the destination allowed to lie elsewhere. Hostile mobs no longer wander onto roads and paths or spawn there.
New
  • Added config safewalk on|off. With it on, goto and showpath route only through safe biomes, and tell you when the only route you know crosses unsafe ground.
  • GMCP Game.Info gained safe_biomes, the list of safe biome names, so the Mudlet mapper's safe walk follows the game instead of its own copy.
Changed
  • Hostile mobs no longer wander onto safe biomes such as roads, paths, inns and post offices. Peaceful animals still do.
  • Zone spawns no longer place hostile mobs on safe biomes unless the spawn is set up for them.
  • The grey seal, shore otter and selkie on Saltwick Shore are now peaceful. The merrow is hostile.
2026-09-04 v1.42.0
The new music command lists the ambient track catalog, plays any track on demand, and builds a playlist with repeat and shuffle. Volume splits into a music level plus separate levels for combat, movement, environment and other sounds. Connections now compress too: around 80% less bandwidth on the web client, and around 68% for telnet clients that support MCCP2.
New
  • Added a music command with list, play, stop, next, add, remove, repeat, shuffle, volume and mode subcommands.
  • Added help music.
  • Added separate volume levels for music and for the combat, movement, environment and other sound categories, set with music volume.
  • Added music mode, choosing between the world picking music by location and your own playlist running instead.
  • Added a connection stats panel to the web client showing bytes sent, bytes on the wire and bandwidth saved.
  • GMCP gained Char.Audio for your audio settings and Game.Music for the track catalog.
Changed
  • Telnet clients that support MCCP2 are now offered compression, cutting output bandwidth by around 68%.
  • Web client connections now compress every message instead of only those over 128 bytes.
  • The intro track keeps playing after you log in if you have sound on, instead of stopping.
2026-08-31 v1.41.4
Rewrote NPC dialogue and descriptions in Saltwick, on the Saltway, at the Crossway Inn and in Greyhearth.
2026-08-31 v1.41.3
Cleaned up the rooms along several roads west and north of Willowdale, including their titles. Also rewrote some NPC dialogue in Greyhearth.
2026-08-30 v1.41.2
Balance now has its own help page. Type help balance for what sets your recovery time, what speeds or slows it, and what you can do while unbalanced. Also fixed Mudlet installing its bundled base UI over the Willowdale UI on connect.
New
  • Added help balance covering recovery times, the states and stances that change them, and command queueing while unbalanced.
Changed
  • The combat, attack, melee, ranged, advance, retreat, queue and channeling help pages now cross-reference help balance.
Fixed
  • Mudlet no longer installs its bundled base UI on connect, which could override the Willowdale UI.
2026-08-30 v1.41.1
Spirit Shield's reserve is now shown. Keeping Spirit Shield up no longer lowers your maximum aether. The 10-30 aether it binds stays in a reserve that recovery cannot refill, shown on the score screen and as a dimmed slice on the web client's aether gauge.
New
  • GMCP Char.Vitals now carries aether_reserved, the slice of the pool bound in reserve, for gauges and custom UIs.
Changed
  • spiritshield no longer changes maximum aether. The reserve caps recovery at 10-30 below maximum by rank, and turning it on or off now reports the aether bound or freed.
  • score shows bound aether beside the pool, e.g. 166/196 (30 bound).
  • The web client's aether gauge draws the bound slice as a dimmed segment at the full end of the bar, and prompt aether percentages read 100% when the pool is full to its cap.
2026-08-30 v1.41.0
Weavers learn Spirit Shield at level 1, a toggle that reserves some of your aether to reduce every physical hit that gets through armor, while wearing cloth or no armor. Weapons now swing at different speeds by form, a woolen gear tier is in stock at Loomwright Outfitting, and server updates now announce their changes in game as they restart.
New
  • Added spiritshield, a Weaver toggle skill: reserves 10-30 max aether to reduce each physical hit by 4-20 after armor, drawn from a pool of 30-220 per fight that mends between fights. Cloth or no armor only. Granted free to all Weavers at level 1.
  • Added woolen cloth armor (item levels 6-14), 14 pieces plus a Riverstone Pendant, sold at Loomwright Outfitting in the academy.
  • Added swing speeds to crafted weapon forms: maces, battleaxes and greatswords swing slower and hit harder, shortswords and shortbows faster. Item info now shows Quick and Heavy speed labels.
  • Added a shield that can be found somewhere along Saltwick Shore.
  • Buckskin can now be crafted into studded armor.
Changed
  • Flowing Defense now grants a flat evasion bonus per rank (+4% at rank 1 to +12% at rank 5) plus a share of Mind.
  • Linen, spiritcloth and novice cloth pieces gained small evasion and warding bonuses, several prices were corrected, and Training Wraps dropped to item level 2.
  • Server updates announce the newest changelog entry to everyone online during the restart countdown, and rooms changed by the update come back in their new versions while every other room keeps its state.
  • changes now renders entries with headers, bullets and clickable command links.
  • Fireglass gear has been removed from shops and quest rewards.
Fixed
  • The Discord logout channel now posts when a player quits to character selection instead of when the idle session times out, and posts a log-back-in line when they return to the same character.
2026-08-30 v1.40.2
Commands queued during a fight are now dropped with a notice when the fight ends, so leftover attacks can't fire after the kill. Commands queued outside combat still wait for your balance as before.
New
  • Added qc and clearq as short aliases for queue clear.
Changed
  • Commands queued during combat are dropped when the fight ends. Commands queued out of combat stay.
  • Being downed now empties the whole command queue, same as dying.
2026-08-30 v1.40.1
The equipment list now shows each worn item's level next to its attunement percentage. The web client's Equipment panel carries the same column.
New
  • Added an item level column to equipment, shown in parentheses between the attunement percentage and the item name, with a Lvl: heading over it.
  • Added the item level to the GMCP inventory data and the web client's Equipment panel.
2026-08-29 v1.40.0
The consider command now simulates the fight instead of comparing power scores. It weighs weapons, armor, evasion, crits and swing speed to judge how a fight would go, and with Improved Study it estimates how long each side would last. There is also a new feedback command, and the equipment list now shows how much of each item your bond channels.
New
  • Added a feedback command for general thoughts on the game. bug, idea and typo stay for their own reports.
  • The equipment list shows an Att: column with the share of each item your bond channels, color-coded from full blue down to red. The web client equipment panel shows the same percentages.
Changed
  • consider now simulates the fight. Untrained, it gives 1 of 4 broad verdicts, and the Study Foe skill raises that to the full 7-step scale.
  • With Improved Study, consider also estimates how long the fight would take for each side.
  • look at fully channeled gear now shows Channeled: 100% instead of hiding the line.
  • Replaced the dark blue colors that were unreadable on dark backgrounds with legible blues everywhere.
Fixed
  • Dual wielding below rank 4 added its penalty as a hit bonus. The penalty now reduces hit chance as intended.
  • A weapon's bonus against a creature race replaced flat damage bonuses from gear instead of stacking with them.
2026-08-28 v1.39.11
Player deaths and level-ups are now announced on their own channels, and death announcements name the mob that landed the killing blow. Beast attack messages now match the body part the creature attacks with.
New
  • Added death and level channels for death and level-up announcements. Mute or route them with config, and review history with last death and last level.
  • Death announcements now name the mob that killed you.
Changed
  • Beast attack messages now come from shared body-part message sets (beak, talons, pincers, rotted claws and more), so the wording rises with the damage from a graze to a critical instead of repeating one line.
  • The spectral roots in the Aetherdrift no longer expire, so the way out of the Aetherdrift is always there.
  • go with a missing or unknown exit name now says so instead of reporting an unknown command.
2026-08-27 v1.39.9
Messages arriving while you sit at the prompt no longer erase it. The prompt stays where it was drawn and the message appears on the line below, and two-line prompts are no longer wiped either. Anyone signed in to the website now stays signed in across a game restart.
Changed
  • Messages are no longer written over the prompt. The prompt stays on screen and the message appears on the line below it, for one-line and two-line prompts alike.
  • The web client colors the whole echoed command line instead of only the marker in front of it, and commands sent with the numpad and arrow keys now look the same as commands you typed.
Fixed
  • Website and admin logins were dropped by a copyover when the session was younger than the last automatic save.
  • Players using Mudlet or another client that ends the prompt itself were sent a blank line before the copyover notice.
2026-08-26 v1.39.8
Trainers now draw on your bank account when you are short on gold, so banked coin no longer blocks training. The who list gives every player two lines, so long titles are no longer cut off and the columns stay put no matter who is online.
New
  • Trainers pay a training fee out of your bank account when the gold on hand falls short. The withdrawal and your remaining balance are reported, and training is refused only when purse and account together cannot cover the fee.
Changed
  • who now gives every player two lines, the name and titles on the first and class, level and idle time on the second. Titles are no longer cut off, and the columns stay in the same place whoever is logged in.
  • Class names in who are now capitalised.
  • who reads as sentences in screen reader mode instead of aligned columns, with idle times spelled out in full.
  • help train and help bank describe the automatic withdrawal.
Fixed
  • who cut off long player titles for anyone whose client reported a narrow screen, such as Mudlet, while the web client showed them in full.
  • The idle column in who overflowed for players marked away, and the client column overflowed for clients with longer names.
2026-08-26 v1.39.7
Screen reader mode now removes color from everything the game sends, not just box-drawing characters. The See also links at the foot of the config settings list no longer arrive as raw escape text for screen reader users or players who turned links off, and table columns line up correctly when a header or cell contains color or a clickable link.
Changed
  • Screen reader mode now strips color from all output - command results, prompts, help files and channel messages. Only box-drawing characters were removed before.
  • Copyover and shutdown notices are rendered for each player individually, so screen reader users receive them without color.
Fixed
  • config printed its See also links as raw escape text for screen reader users and for anyone using config links off.
  • Table columns misaligned whenever a header or cell held color tags or a clickable link, because the invisible characters were counted as width.
  • Text containing angle brackets, such as , lost two characters when relayed to Discord or to the Mudlet chat channel.
2026-08-25 v1.39.6
Willowdale's cobbler's shop can now be entered, and the lane outside is its own room, Cobbler's Bend. Four rooms were drawn backwards on the map, so walking west showed you moving east, and the climb between the High Saddle and the ridge above it now uses up and down. Effect names share one color everywhere they appear.
New
  • Willowdale's cobbler's shop is now a room you can walk into. The lane outside became its own room, Cobbler's Bend, with the workshop through the door to the north.
Changed
  • Aether effect names now use one color wherever they appear - the effects list, item inspection, and enchantments in shop listings. They were three different colors before.
  • help mudletui, help client, help discord, help mudletmap and help checkclient have been rewritten.
  • The Wild Willowdale Forest is now part of the Willowdale Village map instead of a map of its own.
Fixed
  • Four rooms carried a map direction pointing the exact opposite way to their exit, so walking west drew you moving east, on top of the room the real east exit already led to. The west wildland path, the west Willowdale fields and the Greymount foothills all draw correctly now.
  • The scramble between the High Saddle and the ridge above it is now up and down. It was a named exit with no direction the mapper could place, so it never appeared on the map at all.
  • help discord documented the wrong status format. Your name, level and class are shown, not a name with the level in brackets.
2026-08-23 v1.39.5
GMCP clients can now tell why a move did not happen. A direction with no exit, a lock you cannot open, a room script refusing the way, and a move that lands after a delay each send their own signal with a stable reason code, so a mapper can re-route, wait or stop instead of guessing from the text.
New
  • GMCP Room.MoveBlocked reports that you cannot move at all right now, whichever exit you picked, with a reason code: unbalanced, melee, combat, unconscious, downed, restrained, exit-refused or entry-refused.
  • GMCP Room.MoveDelayed reports a move that was accepted but completes after a wait, carrying the direction and the delay in seconds.
Changed
  • GMCP Room.Wrongdir now carries a reason alongside the direction, telling noexit, locked and script apart. Clients reading only dir are unaffected.
2026-08-23 v1.39.4
Abilities you have not trained can no longer be used. Six skills, five of them level 30 capstones, checked your aether and cooldown but never your rank, so a level 1 character could fire one. Typing 'area' no longer fires Aether Reaver. It was a generated short form of aetherreaver.
New
  • The GMCP Room.Info.Exits details now carry a passable flag: whether you get through that door right now, either because it is unlocked or because you hold the key or know the combination and carry a lockpick kit.
Fixed
  • pandemic, aetherreaver, greathunt, stormofblades, thousandcuts and flurryofblows could be used at rank 0 by anyone who typed them. All six now refuse with the same message every other untrained skill gives.
  • Typing area fired the Aether Reaver capstone, because it was generated as an abbreviation for aetherreaver. Both area and are are now reserved and match no command. areav and areaver still work.
2026-08-23 v1.39.2
Mobs now take 2-3 seconds to react before fighting back, so you get the first hit in any fight you start. Mobs also regenerate health out of combat at the same rate players do, so whittling one down across several visits no longer works. Attunement now scales the stat bonuses of buffs that worn gear grants, and a new help topic documents the full rule.
New
  • Added help attunement covering the channel factor, the 25% floor, and exactly which parts of an item it scales.
Changed
  • Mobs wait 2-3 seconds before reacting to an attacker instead of responding on the same tick you act. This applies to every way you can start a fight: advance, a skill strike, or a ranged ability.
  • Mobs regenerate health out of combat at the same rate players do, and none at all while in combat. Mobs do not regenerate aether.
  • Buffs granted by worn gear now have their stat bonuses scaled by that item's channel factor. Buff flags and damage-over-time effects are not scaled.
  • State-applying skills now provoke the target whether or not the state lands. Covers snares, silences, elemental marks, break, and the plague spread skills.
Fixed
  • Elemental damage from a mainhand weapon was applied to offhand swings when dual wielding. Each weapon now rolls its own elemental damage.
  • Elemental damage from an above-tier weapon was not scaled by the channel factor. It now scales like the weapon's physical damage.
  • Cloaked admins were listed in the GMCP Game.Who.Players node sent to every client. They are now hidden from non-staff, matching who.
  • GMCP clients kept the previous character's data after switching characters on one connection. The server now sends Engine.Reset as the first packet of each character session.
2026-08-22 v1.39.1
The web client's ingredient bag no longer offers Eat on things you cannot eat. Every item in the bag now shows only the actions that apply to it.
Fixed
  • The web client ingredient bag put Eat on every item, including crafting materials like a fine pelt. Food still offers Eat. Materials now show only Look and Drop, plus Sell while you are in a shop.
2026-08-21 v1.39.0
Channeler attack skills now channel for 0.5 to 2 seconds before they strike, with damage set by your focus crystal. Group leaders can change a member's rank, the web client has a Journal widget, several displays fit your terminal width, and tier-1 weapons deal about 60% more damage.
New
  • Channeler attack skills channel for 0.5 to 2 seconds before firing. A solid hit can break the channel and refund half the aether. retreat, flee or walking away abandons it. See help channeling.
  • Focus crystals now carry damage ranges and drive aether skill damage. Skill ranks add a percentage bonus on top.
  • group rank lets the leader reposition an out-of-combat member.
  • Player names in the room description are clickable: left-click to look, right-click for group actions.
  • The web client has a new Journal widget covering books, documents, rumors, observations, notes, and quests, with search and page-turning. The old quest panel is renamed Tracked Quests.
  • The web client inventory menu offers Sell when you are in a shop.
  • config linewrap now supports off (no server-side wrapping at all) and max . The auto setting is gone.
Changed
  • Tier-1 weapon damage raised roughly 60% across the board, and aether skill costs at low ranks reduced to match the new pacing.
  • Leaving, being kicked from, or logging out of a group is announced to the group, and a 2-person group disbands when one leaves.
  • Login and logout notices are now separate message types that share the login channel toggle.
  • who, shop list, mail, and the journal size their layout to your terminal width.
  • bank output is a single balance line with usage hints.
  • Web client communication tabs use timestamped, aligned columns.
Fixed
  • journal remove works on rumors, observations, and quest threads. It did nothing for those before.
  • help credits no longer errors.
  • Reconnecting the web client refreshes widget data instead of leaving stale rosters.
  • Group events no longer silently cancel everyone's follows, and your own follow clears on logout.
2026-08-21 v1.38.2
The in-game text map is now clickable. Click a room you have already explored and your character walks there automatically, following a route through rooms you know. Works in any client that supports clickable text.
New
  • Rooms you have visited are clickable on the map - clicking one walks you there, the same as goto . Unexplored rooms stay unlinked.
Changed
  • help map explains the clickable rooms and now links to goto.
2026-08-18 v1.38.1
Weapons now swing at five speeds, retreat keeps you fighting at range, and advancing enemies take a few seconds to reach melee. Mudlet Web is now recognized as its own client with full UI support.
New
  • Weapons now fall into five speed classes (Fast, Quick, Normal, Heavy, Slow) that set how often they swing in combat. Damage ranges across all weapons were rebalanced to match.
  • Added recognition for Mudlet Web, the browser build of Mudlet, with the same UI and mapping support as the desktop client (Discord status still needs the desktop client).
Changed
  • retreat now keeps your current target and lets you keep fighting at range instead of pulling you out of combat entirely.
  • Enemies advancing into melee now take a few seconds to close the distance instead of arriving instantly, giving retreating or ranged characters a window to act before melee locks in.
  • flee now queues automatically when you're unbalanced instead of failing outright.
  • Warden's heavystrike costs less Aether and comes off cooldown faster at every rank, with higher damage bonuses to compensate.
Fixed
  • Group leadership now transfers correctly and everyone's roster updates when the leader leaves or disconnects.
2026-08-18 v1.38.0
Parties are now called groups, and your rank in a group decides who gets attacked. Anyone can use rank front, middle or back from level 1. The front rank draws attacks away from the people behind you and gives a small armor bonus, the back rank keeps you out of reach while you stay out of melee, and the middle rank is unchanged.
New
  • rank front, rank middle and rank back are free to every character from level 1. They used to need the Combat Rank skill.
  • Standing in the front rank gives you Braced, a small armor bonus, for as long as you stay there.
  • The web client has a Group panel showing each member's health, class, position and whether they are fighting.
Changed
  • party is now group, including group chat with the shortcuts gchat and gsay.
  • An attacker heading for someone in the middle or back rank is met by a front-ranker instead, if one is free. A front-ranker already locked in melee cannot meet another attacker, so a few front-rankers cannot cover a large group.
  • Your rank only protects you while you are out of melee. Once you are locked in melee you count as front, whatever rank you chose.
  • Group autoattack no longer marches a back-ranker into melee. They mark the target at range and use their own ranged skills instead.
  • Ranged skills accept a target name, so bolt rat opens a fight from range. Before this a staff user had no way to start a fight without closing to melee first.
  • Changing rank during a fight costs you a moment unless you have the Combat Rank skill. You cannot change it at all while locked in melee - retreat first.
  • Group XP now needs you to have been in the room when the fight started, not just when it ended.
  • Players who are not in a group split a shared kill by the damage they each did, instead of evenly.
Fixed
  • A mob whose target went down would stand over the body indefinitely while the rest of the group hit it for free. It now looks for someone still standing.
2026-08-18 v1.37.5
Anyone can help a fallen ally now. The aid command is free from level 1 and works on a downed ally who is still conscious. If they have bled further than that you need a bandage, and the Revive skill lets you revive them without one no matter how bad the damage.
New
  • Shops in Willowdale and the Greymount Foothills now stock bandage.
Changed
  • aid is free to everyone from level 1. It used to need the Revive skill.
  • aid on an ally who has bled past consciousness now tells you to bandage them instead. The Revive skill lets you revive them without a bandage, no matter how bad the damage.
  • Skinning a carcass goes to the best-trained hunter among everyone who damaged it, instead of whoever dealt the most damage. Ties are settled by a roll, and anyone who logged out is skipped.
  • aid has its own help page, and help aid and help rank no longer send you to the survival skill list.
Fixed
  • Changing class left your equipment panel showing the novice loadout until you logged out and back in.
  • A dodge was not shown to anyone else in the room. Others now see it with both sides named, the same way as a hit.
  • Some combat messages opened with a bare His or Her, so it was unclear whose weapon it was when several people were in the room. They name the owner now.
  • Generic miss messages did not say who was missed.
2026-08-18 v1.37.4
The affects command is now effects. It shows the same list, and the old name still works. The cooldowns command also showed wrong times, such as 4 min 12 sec for a 6.3 second cooldown.
Changed
  • affects is now effects. The old name still works, along with aff, affected, conditions and buffs.
  • help affects and help effects now reach one page covering both the command and what each effect does.
  • The time left on an effect is green instead of dark red, which was hard to read on black. The countdown in cooldowns is a brighter red.
Fixed
  • cooldowns converted its countdown as if the number were beats instead of ticks, so a 6.3 second cooldown read as 4 min 12 sec. It now reads 6.3 seconds, in the tenths of a second that cooldowns run at. Effect durations were never affected.
  • In screen reader mode, the Combat Effects section of score read out the display tags with the brackets blanked, so a state came through as loose words and a number. Both score and effects now say guarding with 8 seconds left, bleeding with 12 seconds left, and screen reader mode keeps the durations effects was dropping.
2026-08-18 v1.37.3
Your character's history is now saved. It used to be cleared when you logged out, and the history command now shows your whole record, filtered by category or with more entries at a time. Screen reader mode also turns on by itself for clients that report a screen reader.
Changed
  • history now covers every session. It used to be cleared when you logged out.
  • history accepts a category, a count, or both: history class, history 200, or history class 200. It shows 50 entries by default, and says how many it left out.
  • Screen reader mode starts on for clients that report having a screen reader. Once you set it yourself with config screenreader on|off, your choice is kept.
  • help config shows the full config screenreader on|off form instead of describing it as a toggle.
2026-08-15 v1.37.1
Leaving the game from the character selection screen now ends your session cleanly. Web client players who did that could be told they were already connected from another client the next time they signed in, and had to confirm kicking a connection that was no longer there.
Fixed
  • Leaving the web client from the character selection screen left the account marked as connected. The next login now starts normally instead of asking you to disconnect a session that had already ended.
2026-08-14 v1.37.0
Looking at an item now shows its stats, effects, gold value, item level, quality, material and your channel percentage, for every player at every level, with no skill required. The Identify skill is removed.
New
  • Consumables show what they do on look - what they restore in numbers, how long the effect lasts, the balance cost of eating or drinking mid-fight, and the one-food-one-drink limit.
  • Items show their gold value, item level, tier, quality and material, plus any effects they grant while worn.
Changed
  • Removed the Identify skill and the identify command. Training points already spent on it are not refunded.
  • look shows the full item sheet to everyone at every level, and shop stock shows the same detail through view - including your channel percentage, which previously only appeared on items you were already carrying.
  • inspect is now an alias for look.
Fixed
  • Totems, fetishes and focus crystals showed no slot or stat information at all. They now show the same information block as any other equipment.
  • Instant potions and draughts showed a misleading 4 second duration. They now read as Instant.
2026-08-13 v1.36.0
Channeler aether skills now aim with Mind, scale with Aether Power and your focus crystal, and are reduced by Warding instead of armor. Landing two different elements on the same enemy detonates both marks, the 8 Channeler passives that did nothing now work, and rank bonuses and specialization signatures across the kit now apply.
New
  • Elemental Resonance: landing a different element on an already-marked enemy detonates a combo that consumes both marks. Fire and water combine into steam, and earth and air into a blinding dust cloud. Solo Channelers reach it through Aether Cleave rank 5 and Convergence.
  • The 8 Channeler passives that did nothing now work: Quick Channel (5-25% chance a skill sets no cooldown, never twice in a row), Combat Channeling (channel ranged aether skills in melee for 25-15% extra aether), Elemental Affinity (aether damage 100-125%), Aether Focus (bonus damage at range), Arcane Barrier (chance to negate an incoming aether strike outright, rank 5 throws it back), Disruption Mastery (longer, harsher DISRUPTED), Spirit Infusion (landed basic attacks restore aether), and Elemental Form (a once-per-fight trance below 10% aether that discounts costs).
  • Focus crystals now add their aetherpower stat to your Aether Power, the way a weapon adds to Martial Power, and the 4 foci in the world are rebalanced to match.
Changed
  • Aether skills no longer resolve like weapon swings. They aim with Mind, which makes them hit more often, roll their own damage ranges scaled by Aether Power, take the element you are attuned to, and are reduced by the target's Warding, never armor. They cannot be parried or blocked. Arcane Barrier is the defense against them.
  • chainbolt now jumps to 1-3 extra enemies at 75% strength per jump, and rank 5 marks everything it hits. elementalstorm strikes every enemy fighting you at any range and marks everything it fully hits, with rank 5 doubling the mark duration.
  • worldfire takes a form set by your element (meteor, wave, quake or chain lightning), each with its own rider on hit. convergence rains on every enemy fighting you, brands all 4 marks with a burning fire tick, and at rank 3 detonates both element combos.
  • aethersiphon pays its 50-80% bonus only against targets that are DISRUPTED or winding up an ability, drains the target's aether pool, and applies DISRUPTED at rank 5. aetherfamine works at any range against everyone fighting you. aetherreaver discharges on every landed melee strike including skills, pays on killing blows, and reads its values from its ranks.
  • Rank riders across the kit now work: Aether Bolt rank 5 arcs to a second enemy, Aether Lance rank 5 shatters damage barriers before it strikes, Elemental Burst rank 5 keeps the mark it exploits, Aether Skin rank 5 returns 5 aether when it breaks, Aether Shield rank 5 turns 25% of what it absorbs back on melee attackers, Spirit Ward works on allies from rank 4 and turns aether aside at rank 5, Tailwind works on yourself from rank 4 and quickens 20% at rank 5, Aether Sacrifice empowers your next aether strikes at rank 4-5, and Elemental Mark rank 5 leaps to another enemy when its bearer dies.
  • attune no longer works in a fight. You can change your element anywhere out of combat.
  • BURNING now reduces healing received by 15%, CHILLED cuts evasion by 15%, and BUFFETED interrupts an action being wound up.
  • Ghostly spirits now have 30 Warding against elemental damage, and undead, fey and aberrations have 10.
Fixed
  • aetherdisruption never interrupted and its rank 5 bonus against disrupted targets did nothing. It now interrupts windups and your attacks land 20% harder on DISRUPTED enemies.
  • aethersacrifice was converting health at inflated rates. It returns to the documented 40-30 health per 60-75 aether curve.
2026-08-13 v1.35.0
Poisons and bleeds now scale with your Martial Power, your companion gains damage, defense and a bleeding bite, Wild Shape swaps your weapon for claws and adds Pounce, and the ranged specializations' area skills all work from range. A rooted enemy can no longer close to melee, and 8 Shaman passives that had no effect now work.
New
  • The 8 Shaman passives that had no effect now work: Pack Bond (you and your companion deal 10-20% more damage and take 10-20% less, rank 5 shares your regeneration), Nature's Retribution (your companion survives a killing blow at 1 HP once per summon and you both surge with fury), Potent Venom (+25-50% poison damage, +2-4s duration), Lingering Toxins (your poisons stack up to 3 times), Nature's Shelter (bonus recovery out of combat and 5-10% evasion in wild country), Primal Roar (below 25-30% health, fear every enemy in melee once per fight), Shared Senses (+5-10% evasion while your companion is with you), and Beast Tongue (wild animals leave you alone unless provoked, and looking at one reads its mood).
  • pounce now works as a free beast-form leap that closes to melee and strikes in one action, on a 10-8 second cooldown by rank. Wild Shape rank 5 readies it when you shift, and Primal Ascendance rank 4 readies it when you ascend.
  • Call Companion rank 5 gives your companion a bleeding bite. Your companion's death is now announced to you, and buffs landing on it no longer reset its health.
Changed
  • Poison, bleed, swarm, and plague damage now scales with your Martial Power. Poisons refresh on reapplication instead of stacking without limit. Only Lingering Toxins makes them stack, Savage Rend rank 5 lets its bleed stack to 2, and a stronger poison always replaces a weaker one.
  • In Wild Shape your weapon is set aside for claws that strike with spirit force, you cannot be rooted or pinned, the form lasts 20-35 seconds by rank and grants +10-25% damage from rank 2. Bows cannot be drawn while shifted, and attacking from range closes to melee.
  • swarm works at any range with no weapon swing: everyone fighting you is engulfed, with a 25-35% accuracy penalty by rank and a damage-over-time effect. Rank 5 engulfs the whole room, and creatures not already fighting turn on you. virulence and pandemic also work from kiting range, and Virulence's burst now counts every remaining second of your DoTs.
  • unleashpack works at any range and both you and your companion strike. EXPOSED is applied for 6-7 seconds by rank if either blow hits. Rank 3 drives your companion into a hunting fury, rank 5 calls a second beast of your chosen type, and greathunt now summons your chosen companion type instead of always wolves.
  • frenzy scales with rank: +50-75% companion damage, the +25% damage taken shrinks at rank 4 and is gone at rank 5, and it lasts 10-15 seconds.
  • Spirit Rend's IMPERILED makes nature DoTs tick 20% harder (35% from rank 4), and rank 5 quarters the target's Warding. Predator's Eye rank 5 extends poison and bleed by 2 seconds on your critical hits. Envenom rank 5 leaps to another enemy when a poisoned target dies. Apex Strike rank 5 is ready again the moment it kills.
  • ROOTED now stops mobs and players from closing to melee, so Vine Grasp keeps enemies at range. Feared enemies back out of melee and stay at range until the terror passes.
  • Stunned or staggered enemies no longer drop out of the fight. They stay where they are and resume when the effect ends.
Fixed
  • Area skills no longer spend aether and cooldowns when there is nothing to hit.
  • Unleash the Pack's EXPOSED and Wild Shape's form duration were stuck at their rank 1 values. They now grow with rank.
2026-08-13 v1.34.1
Talking to an NPC who has no work for you yet gave no response at all, and NPCs could show the [!] marker over a conversation that turns you away. Both are fixed. Items a room drops with a message now fall while you are standing there to see it, rather than already lying on the ground when you arrive.
Changed
  • An item a room drops with a message now waits until somebody is in the room. Such a drop can be staged for each player in turn, and is cleared away again if you walk out without taking it, so it is there to find on your next visit.
Fixed
  • talk at an NPC whose conversation was closed to you printed nothing at all. They now say so and point you where to go first.
  • NPCs no longer show the [!] marker when they have nothing for you yet. The marker now means talking will give you something.
2026-08-12 v1.34.0
Shield Wall, Iron Will, Stone Skin, Flurry and Evasive Footwork now work, stances are held one at a time and switch freely, being staggered or stunned now blocks skills for everyone, and 5 forest beasts wind up their big attacks for 2 seconds, so you can interrupt them or guard.
New
  • shieldwall now works: 90% block chance while it is up, allies in the room gain 20-30% block chance, and rank 5 turns a quarter of each blocked hit back on the attacker. You cannot attack while the wall stands.
  • The 4 Warden passives that had no effect now work: Iron Will shortens stuns, staggers, dazes, and fear by 30-50% (rank 5 negates the first stun each fight), Stone Skin blunts a hit that would drop you below 15% health by 50-70% once per fight for 30 aether, Flurry gives a 15-22% chance for a free bonus attack with two weapons or a fast one, and Evasive Footwork adds 10-15% evasion in melee wearing light or cloth armor.
  • Wild stags, dire boars, forest elk, forest treants, and ettins wind up their charges and slams for 2 seconds before they land. shieldbash interrupts the windup, and landing a stun or stagger breaks it.
  • Identified armor shows its weight class (cloth, light, medium, heavy) and quick weapons show Fast handling.
Changed
  • Stances are mutually exclusive for all classes: taking a stance instantly releases the one you hold, at no cost.
  • Being staggered, stunned, or dazed now blocks skill commands. Queued commands still wait and re-check when they fire.
  • execute thresholds now rise with rank (30% to 40% HP) and rank 5 ignores armor. retaliate rank 5 only auto-crits EXPOSED targets. hamstring rank 5 weakens the pinned enemy's blows by 10%. A rank 5 block or shieldbash resets Shield Bash's cooldown on a successful block.
  • Bulwark's Wrath banks damage prevented by Block, Parry, Guard, and Shield Wall, and releases automatically on your next landed attack, capped at 100-150% weapon damage by rank. Unbreakable Aegis now erupts when its window ends, auto-hitting everything in melee.
  • Ruin's rank 5 momentum grants +20% damage while it lasts, and Cataclysm's momentum bonus now raises the entire area blast instead of striking one target.
  • Earthshatter rank 5 and Cataclysm rank 2 knock enemies sprawling: staggered and briefly EXPOSED.
  • PINNED and CHILLED enemies now attack 30% slower, and WEIGHTED enemies deal 20% less damage.
  • stoneward can be used on an ally at rank 4 and improves your block chance by 10% at rank 5. Crushing Blow, Hamstring, Shield Bash, Earthshatter, and Shield Wall durations restored to their documented half-second values.
Fixed
  • Avatar of the Wild could never be activated. It works now.
  • Using Cataclysm while staggered no longer destroys your momentum stacks.
2026-08-12 v1.33.1
The Channeler's hybrid specialization is now called the Aetherblade, and three Channeler passives are renamed to match: Aether Focus, Combat Channeling, and Quick Channel. Aid and taming were also reworked: aid is now a 6 second action that revives the target when it completes, and taming a 12 second attempt that fails up front if you lack proficiency for the species.
Changed
  • The Channeler's hybrid specialization is renamed Aetherblade. Its abilities are unchanged.
  • Three Channeler passives renamed to match: Aether Focus, Combat Channeling, and Quick Channel.
  • aid now takes 6 seconds and revives the target to 1 HP when it completes. It can be interrupted, and it stops early if the target recovers another way.
  • tame now takes 12 seconds, shows your success chance up front, and rolls when the attempt completes. It fails immediately if you lack proficiency for the species instead of wasting the attempt.
  • Mirror of a Thousand Hands rank 3 now restores 10% of each counter's damage.
  • Aether Sense's bonus damage now applies to enemies that are winding up an attack or channeling.
2026-08-12 v1.33.0
Every Spirit Weaver skill, passive and specialization ability now works. The combat changes reach every class: stances now apply their listed effects, DISRUPTED weakens its victim for its full duration, dodging can trigger counters and guaranteed crits, and SILENCED blocks only shouts and calls.
New
  • The complete Weaver kit: flurryofblows lands 3-5 strikes over 2 seconds and refunds aether per hit, resonatingpalm extends every affliction on the target by 2-4 seconds, still also silences DISRUPTED targets, and suffer makes the target take 15-25% extra echo damage.
  • All 10 Weaver passives now function: Vital Strike (+30-45% damage vs DISRUPTED or SILENCED targets), Killing Intent (your first attack on an untouched target crits), Battle Trance (+20-30% damage after 3 hits without being hit), Perfect Clarity (a guaranteed crit after dodging), Transcendent Dodge (survive one killing blow per fight at 1 HP), Mental Fortress, River Stance, Voice of Authority, Echoing Words, and Flowing Defense (garments with 0 armor rating count as unarmored).
  • Weaver specialization abilities gained their per-rank bonuses, and Windwalker counters now trigger on dodges as well as misses.
  • Shouts: break, still, and suffer cost less and last longer with Voice of Authority, hit 1-2 extra enemies with Echoing Words, and echo into adjacent rooms at Voice of Authority rank 5.
Changed
  • Stances now apply their listed effects for every class: River Stance +15-25% evasion and -10-15% damage, Fortified Stance blocks pushes but recovers 20% slower, Aggressive Stance +20% damage and -20% armor, Twin Blade Stance 15% faster recovery with a weapon in each hand.
  • DISRUPTED now has its full effect: skills cost 25% more aether per stack, accuracy drops 15%, and every action recovers 1 second slower, for its whole duration.
  • SILENCED now blocks only shouts, and a silenced beast cannot call its pack for help. Weapons, movement, and other skills still work.
  • Word of Ruin, Unmaking Word, and Death Touch now gain damage per rank, up to +70%, +80%, and +100%.
Fixed
  • SUFFER!'s echo damage never applied. It now works and scales from 15% to 25% with rank.
  • The Weaver starter tunic no longer disables Flowing Defense.
2026-08-12 v1.32.3
Everything that temporarily changes your character now has one name: an effect. Harmful effects are afflictions, helpful ones are enhancements, and each one has its own help page with what it does, what causes it and how to clear it.
New
  • Added help effects - the full catalog of afflictions and enhancements, one line per effect stating exactly what it does.
  • Added a help page for every effect: help poisoned, help disrupted, help hastened, and 21 more. Each covers causes and cures, including which brews and skills clear it.
Changed
  • The affects and score displays now use the headers Effects and Combat Effects, in both normal and screen reader modes.
Fixed
  • The old help states page told you to check your states with score. It is the affects command, and the new pages say so.
2026-08-12 v1.32.2
The command queue now waits for cooldowns. A queued skill that is still cooling down waits its cooldown out instead of firing early and being rejected, and the queue never reorders itself, so queued commands always fire in the order you typed them.
Changed
  • A queued command bound to a skill on cooldown now waits until the skill is ready, then fires by itself when the cooldown ends or on your next recovery. Commands behind it wait their turn.
  • While the queue is waiting on a cooldown, auto-attack keeps swinging.
2026-08-11 v1.32.1
You can now bandage wounds to stop bleeding out. It needs no skill, only a bandage, which herbalists sell for a few gold. A bandage stabilizes a downed character, yourself included, and heals them slowly until they can stand. At -6 hitpoints you now fall unconscious, and from there only another player can help you.
New
  • Added the bandage command. It stops a downed character's bleedout and heals them 2 hitpoints every 8 seconds, enough to bring anyone back above 0. Use it on yourself while conscious, or on anyone else at any depth. No skill needed, it always works, and it spends 1 bandage.
  • Bandages cost a few gold at the herbalists in Willowdale, at the academy, and in the Greymount foothills.
  • Forest lynxes and dire boars can now open a bleeding wound on hit: 1-4 physical damage every 12 seconds for about 48 seconds unless treated. A bandage, styptic, or remedy closes it.
  • Added the styptic to brew remedy (2x medicinal herbs). It instantly cures a bleeding wound.
Changed
  • Bleeding down to -6 hitpoints now knocks you unconscious. While unconscious you cannot crawl, bandage, drink, eat, or use anything. Another player can still bandage or aid you right up until -10.
  • remedy now treats bleeding, ahead of its other cures.
  • help death covers the unconscious state, and help bandage is new.
2026-08-11 v1.32.0
Combat needs far less retyping: you now keep swinging at your target automatically each time you regain balance, and commands entered while unbalanced are queued and fire on their own when you recover. Some shopkeepers pay extra for goods they want. Osric now pays more for rabbit, hare, and squirrel pelts, and keeps paying a premium on anything his quest asked for once you have completed it. Also fixes a bug that could leave you frozen at negative health, unable to bleed out or be helped until you relogged.
New
  • Auto-attack: when you regain balance with a target standing, your basic attack fires by itself. Turn it off with config autoattack off.
  • Command queue: attacks and skills entered while unbalanced are queued (up to 5) and fire one per recovery, oldest first, each announced as it fires. Queued commands take priority over auto-attack. View with queue, drop with queue clear, disable with config commandqueue off.
  • Skinned drops now remember the animal they came from, and shops can pay extra for specific creatures. Osric at the Silver Chalice pays a premium for rabbit, hare, and squirrel pelts.
  • Shopkeepers pay an extra premium on items their own quest asked for, once you have completed that quest, and thank you for the goods. appraise and offer quotes include it.
Fixed
  • Going down to damage-over-time effects (poison, bleeds, burns) could freeze you at negative health with no bleed-out, no death, and no recovery until you relogged. Any damage source now downs you.
  • Dying from bleeding out on the floor silently broke every later knockdown for that character. The stale state is now cleared on death, and already-affected characters heal themselves the next time they drop.
  • During a delayed exit, such as touching the willow tree, you could walk out of the room before the exit fired. Movement is now held until the transit completes.
2026-08-07 v1.31.2
Campfire now builds a fire that stays in the room for 10 minutes instead of warming only the person who lit it. Anyone standing there can use the new camp command to rest at it and heal, including at a fire somebody else built. Skills that are designed but not built yet now say so wherever you read about them.
New
  • Added the camp command. Rest at a campfire burning in the room and heal 2-8 hitpoints every 12 seconds for 2 minutes. No skill is needed, so you can camp at a fire someone else built.
Changed
  • campfire now places a fire that burns for 10 minutes and lights the room, instead of granting the builder a heal. Building it gives you nothing on its own. The 5 minute cooldown is unchanged.
  • Camping ends if you are drawn into combat or you leave the room.
  • 17 skills that are designed but not implemented now carry a 'Not built yet, but planned' notice in help, in passives and when a trainer teaches them. The survival, athletics, awareness, commerce, crafting, herbalism, hunting and thievery pages list them under their own heading.
  • help campfire and help recover now open the skill's own page instead of the group page it was aliased to.
  • The recover description promised an instant 15% heal on a 10 minute cooldown. It heals every 4 seconds for 80 seconds on a 2 minute cooldown, and heals more the more athletics skills you know. The description now says so.
Fixed
  • campfire spent its full 5 minute cooldown even when it refused to build, which happened whenever a fire was already burning in the room.
  • Campfires burned out after 100 seconds instead of the 10 minutes advertised.
  • Players in the room you walked into were told you had stopped resting by a fire that was not there. That message is no longer sent to the room.
  • campfire reported its remaining cooldown 10 times too high, saying 3000 seconds instead of 300.
2026-08-04 v1.31.0
Level 16 is now a cap until you seal your class at its monument, and sealing now shows you the exact stat changes before you confirm. Several help files had wrong numbers in them and have been corrected.
New
  • You cannot gain XP past level 16 until you seal your class. Go to your class monument in the Academy garden and use touch monument. XP earned while capped is discarded, not stored up.
  • Sealing now takes two touches. The first shows the exact changes, the second confirms. Wardens get 20% more health. Channelers lose 15% health and Weavers 10%, in exchange for 50% and 30% more aether and faster aether regen. Leaving the room cancels a pending confirmation.
  • The level 16 notification was not appearing until level 30. It now appears at 16, and the level 30 message covers specializations only.
  • Spirit essence is no longer used up if you are at the level 16 cap. It stays where it is, so you can seal your class first and then collect all of it.
  • help body, help mind and help spirit said you get 6 attribute points at character creation. The correct number is 3. help health listed the wrong hit point formula. Added help stats, covering all three attributes and what they affect.
  • The training list at High Sage Astrum no longer starts with class advice. He only trains attributes, and the points you have available are now on their own line.
2026-08-02 v1.30.2
The Dark Willowdale Forest's room descriptions are rewritten. In other areas, 18 things you could examine were missing from the room descriptions they belong to, and are now named.
New
  • Room descriptions in the Dark Willowdale Forest are rewritten.
  • 18 things you can examine were missing from their room descriptions in the forest, the Greymounts, the shore and along the roads. They are named now.
  • Looking straight at someone no longer repeats the quest marker beside their name. It still shows in the room listing.
2026-08-01 v1.30.0
The Saltwick shore now spawns about twice as many creatures. Three shore animals were added, two species that do not occur in Atlantic waters were replaced, and the Ceffyl Dwr moved from the coast to the Fellmarch ford.
New
  • Added the great skua, conger eel and rock octopus as ordinary shore fauna.
  • The each-uisge replaces the afanc in the water past the west wreck.
Changed
  • Saltwick Shore spawns roughly twice as many creatures as before.
  • The grey sea lion is now a grey seal, and the banded sea snake is now a tope shark. Neither of the originals occurs in Atlantic waters.
  • The Ceffyl Dwr moved from the coast to the Fellmarch ford, and its level went from 12 to 14.
  • Selkies, merrows, morgens and the Blue Man now only spawn on the shore past the two wrecks.
  • Every creature and townsfolk description in the game has been rewritten.
Fixed
  • Four creatures whose name already included an article displayed as 'an a selkie'.
  • The Ceffyl Dwr could wander onto dry road three rooms from the nearest water.
2026-07-31 v1.29.0
Three new zones opened south of Willowdale: the Saltway road, the fishing village of Saltwick, and 40 rooms of shore on either side of it. The village has a fish market and an inn. The shore past the two old wrecks is where the dangerous creatures spawn.
New
  • The Saltway runs 10 rooms south from the briarwood to the dunes, past the stepping stones and the old milestone.
  • Saltwick is a 20 room village with 10 NPCs, a fish market and an inn called the Gannet.
  • Buy salt herring, smoked mackerel and dressed crab from the fishwife, and mead, cider, stew and bread at the inn.
  • The shore adds 40 rooms east and west of the village, with 10 new creatures ranging from crabs and otters to Welsh and Irish sea folk.
  • Sea folk only spawn on the shore past the two wrecks.
  • forage the beach for seashells and oysters. An oyster occasionally holds a pearl worth selling.
  • Added Atlas entries for all three zones on the website.
2026-07-29 v1.28.0
Rewrote the room descriptions on the path south of Willowdale, from the walled pastures and the old orchard down to the briarwood. The Atlas on the website has corrected dates and wording.
2026-07-25 v1.27.0
Crafting is now a way to get gear. Gather materials, take them to a forge or bench, and the quality of what you make follows the quality of the materials. Items no longer have level requirements, so you can wear anything you find, and its bonuses grow as you level. The road north to Greymount is open.
New
  • Gather with mine, chop, fish, harvest and forage. What you get depends on the land and how far into the wilds you are.
  • Craft at a forge, a bench or a crystalwright's bench. Better materials make better items.
  • Herbalists can gather herbs and brew poultices, remedies and tonics.
  • salvage breaks outgrown gear back down into materials.
  • shelter in the wild helps everyone resting with you.
  • Longer crafts are commissioned. Place the order and pick the item up later with craft collect.
  • Recipe scrolls teach recipes you cannot learn any other way.
  • The best gathering spots are depleted for a while after use, and all players share them.
  • Greymount opens to the north, with 7 new areas, 20 creatures, 3 quests and their reward gear.
Changed
  • Items no longer have level requirements. You can wear anything now, and its bonuses grow as you level.
  • look, appraise and identify now show an item's level, quality and material.
  • Enchanting moved into the crafting tree and spends a spirit essence each try.
Fixed
  • Skinned materials now go to whoever made the kill instead of dropping on the floor.
  • Gathered and brewed items now count toward item quests.
  • Crafting no longer takes your materials and gold before the result is certain.
  • A refreshed buff no longer shows a duration that runs out while the buff is still on you.
2026-07-25 v1.26.4
Trainers who teach attributes now work, and the dialogue of mentors, trainers and guides is rewritten.
Changed
  • A trainer who only teaches attributes now shows just the attributes, with no empty skills section.
  • The training display now tells you to talk to a mentor to choose a class, instead of listing the classes.
Fixed
  • train refused to work in a room where the only trainer taught attributes instead of skills.
  • Attribute trainers turned away characters who had not chosen a class.
2026-07-25 v1.26.3
The map now draws long straight roads as one line. A road running several rooms without a turn showed a single mark and a gap, and the lock mark sat off to one side of it. Up and down exits are easier to see.
Changed
  • Up and down exits now show as arrows on the room's right edge instead of circles in its corner, so they no longer overlap the ring around the room you are in.
  • The website has a new layout, and a panel with more than fits now fades out at the bottom to show it scrolls.
Fixed
  • A connection spanning more than one step on the map drew one mark and left a gap, so long roads looked broken.
  • The lock mark on a long connection sat off to one side instead of at its middle.
2026-07-25 v1.26.2
When you look at someone, the description now wraps to your screen width instead of a fixed width, so words no longer break in a narrow window.
Changed
  • Looking at a person or creature now starts with 'Looking at' instead of 'You look at'.
  • Creature names in look and health lines now have the right article and capital letter.
  • Descriptions are laid out more compactly, and the 'Description' heading above them is removed.
2026-07-25 v1.26.1
A server update no longer disconnects you from the web client. During a restart your connection is kept open and the page reconnects on its own.
Changed
  • The web client is warned before a restart and reconnects at once, instead of waiting and retrying.
  • Reconnecting no longer pauses before sending your screen size or showing the room.
Fixed
  • A restart could mix up open connections and disconnect web client players.
2026-07-18 v1.26.0
You now choose your class by talking to an Academy mentor, and you can switch class freely with a full respec before level 16. Each class starts with its own gear, such as bronze for Wardens and a hand tattoo for Weavers. Fetishes are crafted at nature shrines and tattoos commissioned at the inker's bench, with quality set by the materials you bring. The Academy shops stock gear for every class, and tavern food and drink now give useful effects.
2026-07-13 v1.25.0
Setup skills are now more accurate, a graze can still poison or bleed, and exploit skills deal half their bonus on a graze. When you die, you leave a spirit essence holding your level progress where you fell, recover it with 'recover essence', and wake at the nearest sanctuary with no corpse and no dropped gold. Classes gain new skills from level 16 to 20 and class-enhanced basic skills after commitment, parties share XP fairly with no power-leveling, and 'time' tells you the date and season.
2026-07-10 v1.24.1
The 'skills' and 'passives' lists have a clearer layout - what you can slot, your practice from using each skill, and your rank now sit in their own labeled columns, and untrained passives say so instead of hinting they can be equipped. Practice builds as you use a skill and lowers the gold cost of your next rank at a trainer. Looking at items and creatures no longer breaks lines mid-word on narrow screens, and your prompt's XP bar updates the moment you earn experience.
2026-07-09 v1.24.0
An attack that fails to hit cleanly now grazes for half damage instead of missing, marked (graze) in combat. Only full hits can crit, apply afflictions or trigger procs. When armor absorbs a whole hit, the message now names what it bounced off, such as armor, hide, scales or bark. Ranged shots now deal exactly the damage they report.
2026-07-08 v1.23.1
Moving in the web client is now as fast as on telnet or Mudlet, because the map no longer slows each step. The web client also bundles a set of terminal fonts led by Fira Code, and text and symbols stay aligned in all of them.
2026-07-06 v1.23.0
Quest givers have new dialogue, and greet you differently when they have work for you or when you return with it done. Quest items now stay in your pack until you hand them in, and 'offer ' gives exactly the item you name. 'experience' now shows where your XP came from and your progress toward the next levels, and 'quest completed' pages through your history.
2026-06-23 v1.22.0
Merchants now buy almost anything you bring them, and 'appraise' tells you which shop pays the most for an item. Drinking, eating or using an item during a fight now costs you an action. A new Healing Draught is stocked at the herbalist.
2026-06-21 v1.21.0
The map now shows rooms as colored squares in a framed layout that stays centered on you and fits your screen width. Use 'config mapstyle symbol' for the old biome symbols, or 'config mapdiagonal' to adjust diagonal connectors.
2026-06-18 v1.20.0
Leveling is retuned. Early levels come quickly, and each level needs a little more XP than the one before. Kill XP now depends on how tough the creature was, and quest rewards scale to a task's difficulty. When you talk to a quest-giver, you'll now see a suggested level beside each task.
2026-06-15 v1.19.1
Quests now run through conversation. Talk to a quest giver to take a quest, get hints from them along the way, and turn it in when it's done. Your journal keeps every quest in one place, and you can open any journal section by its number. Some NPCs now greet players they know differently from strangers.
2026-06-13 v1.19.0
Type 'quest track ' to pin a quest to the top of your log, and 'quests here' to see quests and rumors nearby. Web client players get a new Quests widget and a searchable journal. Rabbits, hares, mice and crows now spawn in the fields west of Willowdale.
2026-06-12 v1.18.0
Added a quest system. NPCs with a yellow [!] by their name have a quest or a story for you, so 'talk' to them. Track your quests with 'quests', and type 'quest complete' at the giver to turn one in. New players can start with the Quest Master at the academy.
2026-06-12 v1.17.0
Added 19 creatures to the Dark Willowdale Forest, among them wolves, fey and undead. Combat has new afflictions. The 'affects' command lists yours, and afflicted enemies show their condition next to their name.
2026-06-10 v1.16.0
Foraged and gathered ingredients now collect into a new Ingredient Bag, a second pack that keeps your inventory clear. Check it with the 'ingredients' command (short: 'ing'), and eat, drop, sell, or give ingredients straight from it. Some containers can now be carried and opened to spill their contents onto the floor.
2026-06-09 v1.15.3
Added an 'examine' command for taking a closer look at things in the world. Skill help pages now show clearer stat columns with units, and command help shows the short alias you can type for each command.
2026-06-07 v1.15.2
Willowdale, its forests, fields and academy have new room descriptions and many more details to examine, such as benches, branches and market stalls.
2026-06-04 v1.15.1
You now take up your specialization out in the world: find and touch your class's ancestral pillar deep in the Dark Willowdale Forest. Every level-30 signature and capstone ability now has its full effect in combat. Companions and other players can no longer be attacked.
2026-06-03 v1.15.0
Choosing a specialization at level 30 now grants a free signature skill and unlocks a hidden capstone to find, and your specialization's mastered skills can be trained to rank 5 while others cap at rank 3. Added help pages for every class and specialization.
2026-06-02 v1.14.7
Fixed cloaks and other back-slot items not counting toward your armor rating or gear value, and not always being dropped on death. They now behave like every other equipped item.
2026-06-01 v1.14.6
New help topics and command docs: attune, target, suicide, dismiss, view, specialize, and oreply. Forage now mentions the fish, mine, chop, and harvest gathering commands. Fixed room titles being treated as clickable nouns.
2026-06-01 v1.14.5
Fixed the web client terminal snapping back to the bottom while you were scrolled up reading. Your scroll position is now kept unless you are already at the bottom.
2026-06-01 v1.14.4
Fixed a web client bug where a colored clickable name could bleed its color onto the rest of the screen.
2026-05-31 v1.14.1
Combat now supports Parry (deflect a melee blow with a weapon in hand, with a chance to riposte at higher ranks) and the EXPOSED state now halves armor and blocks parry and shield use. Hostile and lootable creatures shown in a room are clickable: click a name to look or target it, or use the right-click menu for Look, Attack, and Target. Backticked commands in help and notices are now clickable links. Link underlining gains a new 'hover' option - try 'config links-underline hover'.
2026-05-22 v1.14.0
Beasts no longer leave corpses. Killing one now produces a tier-named drop (Damaged / Fine / Pristine hide, pelt, feathers, etc.), with quality and quantity scaling off your Hunting skills. Brief blood-marker flavor lingers in the room for a few minutes. Many small fixes: combat hit messages spaced correctly, companion no longer double-steps, new 'dismiss' command for spirit companions, linewrap help now describes the 'max' option.
2026-05-19 v1.13.1
Skill descriptions are rewritten. New 'passives all' subcommand lists every passive. The 'skills' command now opens on your class skills when you have a class chosen. Astrum Ersatra now trains class skills as well as attributes. Emoted and spoken text wraps cleanly in the web client. Clickable links no longer count toward the wrap width.
2026-05-11 v1.13.0
Redesigned the public Lore and Atlas pages and added content, including new Atlas entries for the Dark and Wild Willowdale Forest. Edited a few area summaries and NPC descriptions.
2026-05-06 v1.12.2
Home page notice now renders inline links as clickable instead of raw HTML. Journal entries for authored notes (like the Journal Page) now show the variant's title and content instead of the generic Scrap of Paper fallback.
2026-05-05 v1.12.1
Personal reading shelf removed from the website. Books you find in the world stay in your in-game journal and will return in the web client. The Library link is gone from the navigation.
2026-05-04 v1.12.0
New journal command for tracking writings you find in the world and personal notes you write yourself. New website sections: /lore/ for lore chapters and /atlas/ for area introductions. Macro setup moved to its own macro command (use macro instead of config).
2026-04-26 v1.11.4
Wildfires now leave fire-scorched ground behind for a few hours after they burn out. The deafen and undeafen commands have been removed. Web client room descriptions are no longer cut off on spawn after the layout settles.
2026-04-23 v1.11.3
Web client no longer shows stale character widgets when a reconnect lands at the character selection screen. Widgets tear down on disconnect and repopulate on a successful Resume.
2026-04-23 v1.11.1
Prompt values (HP, aether, XP, gold, bank, training points) now display with thousand separators for easier reading at a glance.
2026-04-21 v1.11.0
Scripting engine swapped to Lua. Tame skill now gives the right pitch description per mastery rank. Food and potion effects with bad base-stat penalties were rebalanced onto recovery and combat mods instead. Copyover reconnects leave fewer stranded Resume Session buttons on the web client.
2026-04-20 v1.10.0
Combat rebalance: weapons and natural attacks now use min-max damage ranges instead of dice. New characters start with a bronze shortsword, shield, and breastplate. Spend stat points with train body/mind/spirit at an attribute trainer (status train removed). Beasts and large creatures have more HP via a race flesh multiplier.
2026-04-16 v1.9.4
Web client now shows the game date and day phase above the terminal with a live in-game clock. The time and calendar commands now use ordinal dates and include the current clock time. Combat panel gained a settings menu to toggle individual gauges.
2026-04-15 v1.9.0
Weapons and armor now show stat details when examined. Unarmed damage scaling fixed. Critical hit messages now match actual crits. Alignment system removed. Peaceful animals no longer attack on sight. Copyover now preserves players in the afterlife correctly.
2026-04-10 v1.8.0
Armor and combat overhaul: flat Armor Rating replaces old percentage mitigation, elemental weapon damage added, map now reveals rooms as you explore, scout skill scans up to 3 rooms with improved scout, locked exits show a key symbol on the map.
2026-04-08 v1.7.6
The web client map now shows small orange dots on rooms with up or down exits.
2026-04-04 v1.7.3
Toolbar controls are now centered on screen regardless of fullscreen or admin mode. Switching characters no longer briefly shows the previous character's widget layout.
2026-04-03 v1.7.2
Web client font sizes now controlled per-widget from the toolbar dropdown. Link underlines respect the config setting. Disconnect shows a blurred overlay with reconnect button. Widget layout saves on quit.
2026-04-02 v1.7.1
Web client now shows character info in the toolbar. Added config resetlayout command to reset widget layout. Fixed default widget positioning on first login.
2026-04-01 v1.7.0
Web client rebuilt with Dockview panels - drag, float, and resize widgets freely. Chat history now loads on login. Item targeting changed to number.name format (e.g. 2.sword). Map widget adds room size and area browser controls. Equipment shows item flags [C][E][Q].
2026-03-25 v1.6.2
Meditation spots now show an ambient message when entering. Skills display reorganized with usage info at the top and passives equip instructions.
2026-03-24 v1.6.1
Skills display reworked with vertical layout showing active, passive, and common skills separately. Fixed combat dodge message grammar. Meditation spots added to Academy garden.
2026-03-24
Fixed skill training not working at the Academy.
2026-03-24 v1.6.0
Named NPCs now show full names with titles. Mobs can be targeted by title words (e.g., 'attack owl' for Screech, the crazed owl). Discord Rich Presence now shows class and area info.
2026-03-19 v1.5.0
Consider command now reveals mob details with Study Foe skill. Food buffs reworked with unique effects per item. Added Revive skill, saltwater oysters with pearl chance, and fishing junk items. Combat power ranking overhauled.
2026-03-19 v1.4.1
Fixed docked widgets not being able to resize smaller. Fixed fill mode persisting when widgets are rearranged.
2026-03-15 v1.4.0
Skills system consolidated into a unified display. New non-combat skill commands added. Fixed web client room display issues with multi-line prompts. Reduced server log noise significantly.
2026-03-09 v1.3.1
Fixed map widget showing stale exploration data when switching characters or re-entering zones. Fixed docked widgets losing vertical resize after removing a side-by-side neighbor.
2026-03-08 v1.3.0
New calendar system with Turnings, Mires, and named days. Day/night cycle now has four phases: Dawn, Day, Dusk, and Night, with seasonal daylight variation. Added calendar command to view the full calendar.
2026-03-06 v1.2.5
Ambient messages now display with better spacing. Fixed prompt mode 'never' causing blank lines on telnet clients.
2026-03-06 v1.2.4
Staff names in 'who' list now color-coded by role. Added customizable second prompt line. Fixed widget layouts sometimes sticking across characters.
2026-03-04 v1.2.3
Added 21 new rooms to the West Willowdale Fields, expanding the carrot fields and cabbage patch areas.
2026-03-04 v1.2.2
Fixed webclient widgets sometimes appearing in wrong positions or going missing when switching characters or logging in from a new browser.
2026-03-03 v1.2.1
Combat widget now shows all enemies with clickable names and HP gauges. New 'target' command to switch targets mid-combat. Prompt bar now displays HP, AE, balance, and enemy gauges plus XP, gold, and carry info.
2026-03-02 v1.2.0
Screen reader support for score, inventory, skills, abilities, room display, shops, and more. New config options: showareaname and showcommandtags.
2026-03-01 v1.1.1
Looking at a sign now automatically reads it.
2026-02-26 v1.0.3
Fixed map diagonal exit lines clipping into rooms. Added a stop button for speedwalk. Double-click navigation now works when viewing other zones. Unvisited rooms no longer show biome info.
2026-02-26 v1.0.0
Systems 2.0 overhaul: simplified stats (Body/Mind/Spirit), new combat with debuffs and combos, 4 trial classes with unique abilities (L1-15), permanent class commitment at L16, 8 neutral skill trees, use-based training advancement, and spirit companions for the Shaman class.
2026-02-19 v0.33.0
Forum email notifications now support immediate per-reply emails and daily digest at a chosen hour. Unread forum count shown on login and in the nav bar. Map exits no longer extend into unvisited rooms. Cross-zone pathfinding now works correctly.
2026-02-18 v0.32.0
New forum system with categories, threads, search, notifications, and subscriptions. Discord community link added to the home page.
2026-02-16 v0.31.3
Recent changes now shown on the home page. Webclient fullscreen mode persists across page reloads. Fixed widget resize handle drifting. Map zoom menu now labeled.
2026-02-15 v0.31.2
Webclient controls moved to a dedicated toolbar. Players online counter now updates in real time. Navigation links display in consistent order.
2026-02-15 v0.31.1
Webclient now reconnects automatically when returning to the page. Side-by-side widgets can lock their width. Fixed a visual flash on hard reload.
2026-02-14 v0.31.0
Webclient items and equipment now show tooltips on hover. Logging out with an active session shows a themed confirmation dialog.
2026-02-09 v0.30.0
Inventory, equipment, and shop items now have clickable names with right-click context menus. Help commands and skills are now clickable. New 'config links' and 'config links-underline' settings.
2026-01-27 v0.29.0
You can now wear two rings (mainhand and offhand slots). New 'mapunmark' command lets you forget visited rooms. Map viewer improvements for the webclient.
2026-01-21 v0.28.0
Zone mobs now support difficulty tiers (easy to boss) with scaled stats. Elite and boss mobs have increased HP and damage. Fixed map widget clearing when moving between areas.
2026-01-20 v0.27.0
Books now have clickable page navigation at the bottom of each page. Items and gold now spawn immediately after copyover instead of waiting 15 minutes. Mobs can now have custom spawn messages.
2026-01-18 v0.26.0
Webclient now supports TAB completion from terminal text (Shift+TAB cycles backward). Scribe command shows usage help and supports 'scribe scrawl remove'. Rooms limited to 3 scrawls. Fixed reading notes.
2026-01-17 v0.25.0
New 'credits' command displays game credits. Scrawls now appear in room descriptions with 'read scrawl' to view. New 'note' item type for written documents. Added various tavern food and drink items.
2026-01-16 v0.24.0
New 'roll' command for dice rolling with collectible dice items. New 'destroy' command to permanently remove items. Scribe skill refactored: notes (Lvl 1), permanent runes (Lvl 2), and temporary scrawls (Lvl 3). Signs now display with 'read sign' command.
2026-01-14 v0.23.1
The 'who' command now shows idle time instead of online time. Locked doors now re-lock after the configured interval. Webclient keyring updates in real-time.
2026-01-13 v0.23.0
Webclient now has a music playlist with repeat and shuffle options, plus a volume slider. Fixed login issue where declining to kick an existing connection would leave you stuck.
2026-01-13 v0.22.1
Fixed copyover not preserving your current location for webclient connections. Orphan connection cleanup prevents stuck zombie states.
2026-01-13 v0.22.0
New 'clean' command removes items and corpses from rooms (level 6+). The 'changes' command now has clickable page navigation. Receiving items via mail now updates your inventory display.
2026-01-12 v0.21.0
Enriched farmhouse area in West Willowdale Fields with detailed room descriptions and examinable objects. Webclient now supports Items and Affects widgets.
2026-01-12 v0.20.0
Clickable links now work in help files, room exits, and shop lists. New 'config wrapchannels' option controls chat message wrapping. Shop displays improved with better alignment.
2026-01-12 v0.19.2
Config settings are now saved. New 'config linewrap max' option caps line width on large screens. Webclient echoes typed commands, adds numpad +/- for up/down movement, and renames Keychain tab to Keyring.
2026-01-11 v0.19.1
Webclient items now have a right-click menu for Equip, Look, Drop, and Remove actions. Direction matching improved so diagonal exits require 'nw' or 'northw+' instead of matching on just 'n'.
2026-01-11 v0.19.0
Webclient Equipment widget now has tabs for Equipment, Inventory, and Keychain. Inventory display matches in-game format with numbered items, quantities, and item count. Keychain shows your keys and lockpicks with their associated locations.
2026-01-10 v0.18.0
New 'last' command to view chat history (e.g., 'last chat', 'last tell 20'). Webclient comms now show timestamps and channel-colored tags. Fixed quit command disconnecting prematurely. Looking at room details now supports partial matching (e.g., 'look cobble' for cobblestones).
2026-01-10 v0.17.4
Added 'twiddle' social and 'help socials' command to list all available socials. Fixed the 'blink' social to show correct pronouns.
2026-01-10 v0.17.2
Webclient fixes: Communications widget now scrolls, numpad movement works while typing. The 'alias' command now shows only your custom aliases. New characters start with more gold.
2026-01-09 v0.17.1
Webclient now supports command chaining with semicolons (e.g., 'look;west;attack rabbit').
2026-01-09 v0.17.0
Major webclient redesign: new look with draggable sidebars, dockable GMCP widgets (Map, Vitals, Communications), font selection, and persistent room discovery on the map.
2026-01-06 v0.16.0
Added bug, idea, and typo commands to send feedback directly to the developers. Type 'help bug' for details.
2026-01-06 v0.15.0
Added stamina as a new combat resource. Basic attacks generate stamina, which is spent on class abilities. Most class abilities are now functional including counter-attacks and AoE skills.
2026-01-04 v0.14.0
Skills now have specialization rank caps - your chosen spec determines how far you can advance each skill. Combat skills now use windup and recovery timing.
2025-12-31 v0.13.0
Webclient sessions now persist when navigating away. You can resume your session within 30 minutes by returning to the page.
2025-12-30 v0.12.0
Webclient now displays an interactive map showing nearby rooms as you explore. The map updates automatically when you move.
2025-12-27 v0.11.0
Added the West Willowdale Fields, a new agricultural zone with farms, fields, and peaceful countryside to explore.
2025-12-26 v0.10.3
Updated room names in the Willowdale Academy courtyard area.
2025-12-22 v0.10.0
New class-based skills and abilities system. Use 'skills' for active commands and 'abilities' for passive effects. Training costs now displayed. Type 'help skills' for details.
2025-12-17 v0.9.3
Rewrote the 'who' command with Staff and Adventurers sections. Removed decorative borders from various displays for a cleaner look.
2025-12-16 v0.9.2
Added the 'changes' command to view recent game updates.

Credits

Welcome to WillowdaleMUD!


v. 1.61.11 (2026-10-23)


Custom built based on GoMud Engine

(original GoMud by Dylan Squires aka Volte6).


Credits:

Development, design, mechanics and world building by Morquin


Acknowledgements:

Players and staff of AsteriaMUD for unending fun and inspiration.


A special thanks to:

Astrum, Eryn, Durd, Briklen, Zorian, Wren, Xelphiem, Greg and Arcades


Based on GoMud Engine