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                        TT TTT TTTTTT T T T TTTTTT TT
                        TTTTTTTTTT  TT TTT TT TT TT T   T
                      TTTTTTTTTTTTT T T  T  T    T T   T TT
                SSS      TTT   |  T  T T T  TT TT  TTT T   T  T
              SSSSSS    TT   |  T T   T T  T   T  T  T T  T T   T
             SS       TTT  | | | | T   T      T         TT   T    T
            SS       TTT  | | | |    T    T   T  T  T T     T T
             SSS       | | | |             T  T   T   T  T   T  T  T
                SS    | | |             T          T       T         T
 UU   UU         SS  | | |
  UU   UU  SS   SS  | | |
  UU   UU   SSSSS  | | |                    The 'big' Wave.
  U    U              | |      'You STILL can't keep a good wave down!'
 UU   UU  NN      NN | | |       
  UUUUU   NNN    NN   | | | | |
         NN NN   NN        | |   MM     MMM
        NN   NN  NN   AAAA      MM MMMMMM MM
        NN    NNNN   AA  AA    MM   MMMM   M     IIII
       NN      NN   AAAA  AA   M           MM     II
                   AA  AAAAA  MM            M    II
                  AA      AA                 M    II
                           AA                    II
                                                IIII

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Tsunami is one of the oldest original lpMUDs in existence, having been around since at least 1990. It has a long and glorious history. Tsunami features over 20 humanoid races and several nonhumanoid races (such as Dragons, Fey, Monsters, and Horrors!). Players can choose from over 65 elaborate, detailed subclasses spread over 10 guilds. You can own a house or run a business too!

The world of Tsunami is vast, consisting of over 15,000 rooms and a massive selection of areas to explore. Many fun adventures await including intricate quests, PvP Warfare, a collectible card game, and many more metagames.

Tsunami is ENTIRELY free (donations are not even accepted) and all coders work here for the love of the game. Many have been doing it for over a decade and we are always looking for more new talented designers. Follow the links on the left to create an account, learn to play, and connect to this great MUD.


Recent Changes

Native guild boost - Trix Sat, 28 Mar 2015 19:58:59 PST
After watching it for quite some time, I decided to use an idea recently
presented to modify how the native guild boost works. Instead of visiting
the guild, waiting for a random timer to tick down, it now works in the
following way:

<Random Native> kills a mob (any mob will work - currently skin level and
mob corpse level are not taken into account, this may change)
<Random Native> uses the newest skin type "bond" to create a set of bonds:
do skin bond
<Random Native> finds a magic user (Mage, Demon, Gremlin, anything with
magic) and fights them, weakening them to under 10% of their maximum
health (Again, if bonds are changed to account for corpse level and
skinning ability this could change to allow for higher HP percentages to
be subdued)
<Random Native> uses their recently skinned bonds to: bond <target>
<Random Native> receives a bound victim in their inventory if they are
able to carry it.
<Random Native> returns to the guild, to the bonfire room and sacrifices
their victim: sacrifice (no argument)
This triggers the event as it has in the past, where natives can come and
receive the buff. The higher the level of the NPC sacrificed, the higher
the buff will be. Previously the buff MINIMUM was 50, with a potential
maximum of 100. Now there is technically no cap, though you'd be hard
pressed to find magic users over level 50, meaning the new "cap" would be:
(Victim level * 2) + up to 25 bonus.

This gives native elders a chance to assist their new brothers and sisters
by offering up high level mages to give the low levels higher buffs. If
anything breaks, let me know. Subject to change at any given point without
warning.
Gauntlet - Darkpoole Sat, 28 Mar 2015 11:28:42 PST
With the recent changes to the way the gauntlet works, I've removed
chaosmages from the list of available subclasses because, who wants to
dump upwards of 4M to just be dislocated on the first round.


I probably broke it sooooooo, Blame Zachry.
Teeth addendum - Misery Fri, 27 Mar 2015 03:19:24 PST
While I was out for dinner I realized this update makes the old restriction
that npcs must be of a minimum level to yield teeth redundant (and just
punished older natives). I've removed it and amended the previous
post--just wanted to post an note to make sure those of you who'd already
seen the post caught it.

I also added an example to that post to address some questions I received,
and improved the score line to address some feedback on that as well.
Native teeth update - Misery Fri, 27 Mar 2015 03:17:39 PST
First some backstory:
There's been a long-standing design issue with native teeth that creates
weird incentives that don't line up well with how we want people to play.
This became more evident with berserker, because teeth restrict access to
its skills. Berserkers 'needed' to be able to drop levels in order to keep
gaining teeth. When many suicided to do this, the history recorder was
added to the native guild to sanction this exp/tooth exchange.

So, what changed?
* Existing teeth have been converted to the new system.
* Before, 1 tooth was effectively "1 tooth point". Now, a valid kill will
yield 1 tooth which has a point value closely related to the level of what
you killed to get it.
* Before, you could gain 500 new teeth a level up to 19, at which point
there was no limit to the number you could gain. Now, you get to keep the
1000 highest-value teeth.
* Before, the number of teeth that actually had any effect was limited to
25k; because there's now a soft-cap based on what you can practically
kill, this hard cap has been removed.
* The recorder of history, which is a band-aid on the old design issues,
is now disabled.
* PVP kills now yield a tooth with a value closely related to that of the
player killed (previously this was a fixed value).

What should this accomplish?
The biggest goal is that there's always an incentive for you to kill
larger npcs (at least until you manage to fill up all 1000 tooth slots
with the largest npc in the game...). Secondarily, I hope that teeth won't
force you to do farming or grinding, and will instead encourage you to
challenge yourself.

Example:
If you kill 1000 level 5 non-magic monsters, you'll gain 5000 teeth
points. If you kill 1000 more, you'll gain no points, but if you kill 100
level 6 non-magic monsters, you'll gain an extra 100 points, and have 5100
total. If you go kill 100 level 7 non-magic monsters, you'll gain 200 more
points, for 5300 total. You'd have 800 level 5 teeth, 100 level 6 teeth,
and 100 level 7 teeth.

Let me know if you have trouble or thoughts on how it's working.

Notes:
* The various rates/values here are subject to change based on how this
works out in practice.
* The score line for teeth has been updated. In the near future I'll try
to add a way for you to learn a little more about what levels your teeth
are. In the interim you can use the score information to calculate the
average value of your teeth.
Changes - Trix Sat, 21 Mar 2015 17:45:06 PST
Ensorcel (imbue) can now proc more than once per round. It is more likely
to proc multiple times if the wielder of an ensorcel imbued weapon is
wielded by an enchanter.

Warlords can no longer super buff their enlistees with alts and use this
to powerhouse through things they probably shouldn't be killing.

Snows (Remorhaz) is now modifiable (again) with increased effect,
effectively fixing a bug that was present previously. This should make it
easier to snows a room without going overboard.
Invasion frequency - Misery Tue, 17 Mar 2015 20:53:05 PST
The details aren't set in stone, but I'm reducing invasion frequency a bit.
I'll briefly explain. Invasions had been on a schedule every few hours,
which resulted in there almost always being an active invasion.

Now there is a chance once an hour for an invasion to spawn, but this
chance can vary quite a bit between reboots. Some reboots we probably
won't see any invasions at all. Other reboots, the chance will be so high
that an invasion could spawn every hour (if the previous one is cleared.)

I'm hoping this variability will provide both a break from
perpetual-invasion-syndrome, and a little more incentive to actually clear
invasions. Clearing them quickly will help you discover high-invasion
reboots and help you rake in a lot of profit in a short period of time.
Assassin Blitz - Darkpoole Mon, 16 Mar 2015 14:02:25 PST
Now Shows up on your HP bar and in your 'score' - also shows the duration
and how long is left. Holla If I broke it.
Website returns - Misery Thu, 12 Mar 2015 17:57:30 PST
The http://tsunami.thebigwave.net website is now back online (with some
small changes).
Re: More Changes - Darkpoole Wed, 11 Mar 2015 12:56:33 PST
On Thu Mar 05 04:14:13 2015, Trix wrote:
> Enchanter WC from weapon skill is slightly higher than before.
>
> Swashbucklers can now join Everen. I have also converted duel to the
> newest skill system. Let me know if anything bugs out there.
>
> Various buffs have had durations added to them. If there's any that
still
> don't have durations that you want please send me a tell.
>
Haze also has a duration added to it now, same thing as usual, If I break
it, you bought it && if you want a visible duration on something else,
gimme a holla(read tell trix)
Ride - Trix Tue, 10 Mar 2015 00:04:47 PST
I fixed a bug in ride that would sometimes allow your steed to hit a party
member. If you notice anything weird, such as your steed not attacking a
target, please let me know.
Quest command - Trix Mon, 09 Mar 2015 21:05:23 PST
The quest command has been slightly changed. Just typing "quest" will now
only display your bonuses and current quest point information. Typing
"quest full" will now display the whole list as before. Up for discussion
still, but let me know what you think.

Page last updated on March 07 2015 22:03:52