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
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|Light/Dark spells - Trix
||Fri, 17 Apr 2015 15:55:44 PST
Most of the kinks should be worked out of light and and dark
spells/abilities. Let me know if anything breaks, or if there's something
|Herbalist Craft Skill - Trix
||Sat, 11 Apr 2015 18:50:56 PST
I rewrote the herbalist skill craft. You can now craft more than 20 darts
at a time once you hit level 5 (max of: your level * 5) assuming you have
enough max sp. If anything breaks let me know please.
|Ghoul Contagion - Trix
||Sat, 11 Apr 2015 03:59:07 PST
Ghouls should now be able to use contagion while in a party without
worrying about the infection spreading to their party members. If it still
spreads to them somehow, or anything breaks let me know.
|Changes - Trix
||Wed, 08 Apr 2015 03:11:12 PST
The bound victims for native sacrifices had bugged out weight, this has
Carved bows can now be wielded by their carvers no matter what their
Herbalist darts now give you a message letting you know you don't have a
blowgun if you try to shoot them without one.
Vengeance has been reduced, and reduced even further while fighting
If anything breaks let me know.
|Ghoul Butcher - Trix
||Tue, 07 Apr 2015 04:08:58 PST
Butcher now provides a slightly larger bonus, for at least 2 and a half
times as long as it used to. Bigger corpses provide better organs thus
longer buffs. Subject to change without notice, if anything breaks send me
|Reckoning Prayer (Babau) - Darkpoole
||Mon, 06 Apr 2015 06:47:07 PST
The Blood Lords have decided that Reckoning cannot be used inside a
shutdown war and have temporarily disabled it (in wars) too see how their
|More Native... - Trix
||Sat, 04 Apr 2015 00:24:41 PST
Temporal boon can now be "refreshed"
Drained talismans should now destruct themselves so they aren't sitting
around spamming up the place. If there's a legit reason someone would need
a drained talisman please send me a tell and we will discuss it.
|Native Bonfire Part 3? 4? I've lost count. - Trix
||Fri, 03 Apr 2015 21:45:13 PST
Shaman are no longer reduced to mere talisman peddlers, and now receive a
boost to season's fury.
I have updated the logic for hunters from the bonfire as precision was
kind of a lame buff. It now works as follows:
If you have done combat since login, it will pull your most used ability
and buff that.
If you have not done combat since login, it will pull your highest (full)
level ability and buff that.
If any of this breaks, let me know.
|Native bonds - Trix
||Thu, 02 Apr 2015 16:27:50 PST
Remember those changes I hinted at with skinnable bonds? I implemented
The level of your skinning and the level of the corpse you skin are now
taken into account when you skin bonds. The higher your success and the
bigger the corpse, the higher the HP percentage you can bind magic users
So a level 30 corpse is much better at binding than a level 1, whereas
before it was not. You could potentially be able to bind a magic user at
up to 50% of their total HP if you get a good enough skin/have a high
enough level corpse.
|Cereal Changes - Trix
||Wed, 01 Apr 2015 19:28:57 PST
* The wizards had a meeting an in the end we roll to determine which
classes would be the flavor of the week. Sirene, Wyvern, Ghoul and
Herbalist have all been buffed to extreme levels in accordance with this
* Outside of those specific classes all the class that you personally
enjoy playing have been buffed.
* Classes you dislike, or classes that are played by someone you dislike
have been nerfed reciprocally.
* If a class you like is played by someone you don't like, their rolls
have been adjusted to always be lower, and their skills have been reduced
by 50% when compared to yours.
* Actions per round have been reduced to 1, because chill out man, it's
just a game.
* As an alternate to leveling through mercilessly slaughtering mobs, we
have created a more peaceful way to level. Now you can choose to best NPCs
in a game of rock-paper-scissors.
* A new subclass has been added with a special toplist. Unlike other
subclasses you only gain experience through idling. It has no skills, and
you can only choose this subclass by registering a name that has never
logged in before.
* Regarding the new subclass, it comes with a special new "Seasons"
feature which will immortalize your idling every 3 months by converting
your old idler over to non-seasonal and etching the seasonal leaderboard
in stone forever. You can continue to play on your old character, however
it will no longer count towards the new season once the season resets.
* Heals now fill a new hunger meter. You can only eat so much before you
are "full" and have to wait for your body to digest the heals for you to
be able to eat more. This should solve heal-spamming in PK and people
leveling more than once a month.
|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
<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
<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
Page last updated on March 07 2015 22:03:52