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MUDQOL Feature Reference
Click any feature on the roadmap to jump here. Every feature linked from the visual roadmap.
Type
Command
Automatic
Patch
Platform
Content
Status
Alpha
Beta
Stable
Planned
Planned (dashed border)
1.0.0 — Foundation
Prefix: IN (min 2)
See every stat that matters in one screen. Buffed values are highlighted so you know exactly what your spells are doing. Cast Nature Tap? Check INSIGHT immediately — no more waiting 30 seconds to see if the roll was good.
Prefix: BUF (min 3)
See exactly what each buff is doing for you — which abilities it grants, how much, and how many ticks remain. No more guessing which spell gave you that AC boost.
Prefix: ABI (min 3)
Where does each ability point come from? Race, class, equipment, spells, or quest rewards — all broken down by source. Drill into any single ability to see the full picture.
Prefix: exact match (2 pages)
Quick-reference for all 188 abilities in the game. Two pages, four columns. Look up any ability by number.
Prefix: ID (min 2)
Your alignment at a glance: current evil points, tier name (Saint through FIEND), lawful protection status, and how your alignment has shifted this session.
Prefix: exact match
Room details: where you are, how bright it is, what spawns here, and what's nearby.
Prefix: COD (min 3) — CODEX I42, CODEX S18
In-game encyclopedia. Look up any item or spell by number — full stats, abilities, class restrictions, and more. CODEX I42 or CODEX S18.
Prefix: exact match
Breadcrumb trail of your last 10 rooms. Retrace your steps when you get lost.
Prefix: CHR (min 3)
Your session at a glance: XP earned, XP per hour, kills, deaths, time played, and your biggest hits this session.
Sysop only
Sysop health check: is everything running? One command shows hook status, database health, active patches, and operating mode.
Sysop only
Automated self-check. Verifies every subsystem is working and reports pass/fail. Run it after install to confirm everything is good.
Every death is automatically recorded — who killed you, where it happened, and when. Persists across logoffs and server restarts.
1.0.1 — Intelligence
Prefix: EFF (min 3)
What conditions are active on you right now? Sneaking, paralyzed, blinded, slowed, quickened, feared — all decoded and labelled clearly.
Prefix: exact match
Everything about your class — including the hidden melee power rating that the game never shows you. HP ranges, magic type, weapon restrictions, innate abilities.
Prefix: exact match
Full race breakdown — including the hidden HP bonus per level that affects every character. Stat ranges, creation points, XP modifier, racial abilities.
Prefix: exact match
See all 50 keys on your key ring with names and remaining uses. Finally know which keys you're carrying.
Prefix: MON (min 3)
Deep intel on any monster you've encountered: HP, defenses, XP value, all attack types, spells it can cast, item drops with names, currency drops, and special abilities.
Prefix: COD (min 3) — CODEX GAVEL OF JUSTICE
Look up items and spells by name instead of memorizing numbers. CODEX GAVEL OF JUSTICE just works. Partial names supported.
Prefix: MEM (min 3)
Your death history — last 20 deaths with date, who killed you, and where. Survives server restarts and disconnects.
Sysop only — requires patch_devtools=1
Sysop tool: export game data (races, classes, items, monsters, spells, players) to text files for offline analysis.
Press up-arrow to recall previous commands. 50-command memory per session.
Buy, sell, drop, or get multiple items at once. BUY 5 TORCH. SELL 3 FINE. Up to 50 at a time.
GET ALL picks up everything on the floor. DROP ALL drops all unequipped items. Won't drop cursed or equipped gear.
Equip your weapon and all armor from inventory in one command. Quick re-gear after death.
Removes stock limits on monster, class, race, map, and shop counts. Required for servers with expanded content.
Fixes a stock bug where certain ability data is lost on server restart. Your abilities stay intact.
Changes "(Two handed)" to "(Weapon Hand)" so everything is consistent.
Stability fix for the NEWLIMITED command when running with expanded content databases.
Automatically counts your kills each session. Feeds CHRONICLE and RANK.
1.0.2 — Analysis
Prefix: BREAK (min 5)
What does +1 STR actually do at your level? See the exact per-point impact of every stat on dodge, stealth, accuracy, crit chance, and more.
Prefix: COMP (min 4)
Is this drop better than what you have? Side-by-side comparison with color-coded upgrades and downgrades. Compare any two items or any two monsters.
Prefix: exact match
Personal bests and server-wide hall of records. Highest damage, biggest crit, most kills — tracked across sessions and server restarts.
Allow character names with spaces, hyphens, apostrophes, and digits. No more alpha-only restriction.
Removes the registration key requirement and raises the maximum user limit. Sysop opt-in.
Adds energy display to your statline prompt. Sysops can configure it — players see current and max energy at a glance.
See how close you are to the next alignment tier and how fast your EP is decaying. Coming soon.
1.0.3 — Combat
Prefix: exact match
Two modes. SCAN assesses your current room; SCAN <dir> scouts down a corridor. Monster names are colour-coded by alignment (cyan = neutral, white = your alignment, bright magenta = aggressive or opposed).
Current room. Every monster and its HP, with the rounds it'd take you to kill each — then a combined line: total rounds to clear the room, the HP you'd lose doing it, and an overall Danger rating (None / Low / Medium / High / Deadly).
Corridor recon (SCAN <dir>). Follows that direction room by room — the way look does, through bends and junctions — naming each room and the monsters in it, without you walking in:
| Mechanic | Effect |
| Perception | Sets your range — everyone sees a few rooms ahead; a dedicated scout reaches up to ten. |
| Light | Bright rooms read easily; dim ones eat into your range; pitch-black rooms can only be glimpsed (name only). |
| Bends | Cost range, so a winding passage fades sooner. The scan stops at a sharp turn, a closed door, a dead end, or the edge of sight — and tells you why. |
| Hidden exits | Never followed or revealed — secret passages stay secret. |
Prefix: COM (min 3)
Your full combat profile: accuracy, defense, damage ranges, dodge chance, crit chance, and hit probability — all the numbers the game uses behind the scenes.
Prefix: THRE (min 4)
The combat-assessment companion to SCAN's recon — three forms:
| Form | What it tells you |
THREAT <monster> id or name | A full matchup: the monster's HP, AC, DR, MR, AV, regen and follow%, its attack list, and a combat breakdown — your hit% and theirs, your dodge and crit, damage before and after armor, average damage per round each way, rounds for you to kill it, the Danger rating, and your dodge→AC equivalence. |
THREAT *pattern* | Searches monsters by name and lists the matches with their ids, so you can pick one. |
THREAT <dir> | The combat view of the adjacent room — the same per-monster HP / rounds-to-kill and combined-Danger panel SCAN shows for your current room. "Can I take what's through there?" |
Monster names are colour-coded by alignment, as in SCAN.
Automatically tracks what you hide and retrieve from your stash rooms. Know what's where without checking manually.
Save up to 9 equipment loadouts. One command to save your current gear, one command to re-equip it. Swap builds instantly.
Use a special item to automatically roll up loose coins into higher denominations. No more carrying 500 copper farthings.
Monster speech, emotes, and actions are already in MajorMUD — but only about 25 creatures were ever given the textblocks to use it. This makes that built-in behavior easy to extend to far more monsters, so occupied rooms come alive. A natural extension of what's already there, fully configurable.
Chat across realms. Gossip, broadcast, and GOD TELL messages reach players in all MajorMUD worlds on your BBS.
1.0.4 — Inventory & Events
Activates MajorMUD's vestigial hunger/thirst counters — they already tick on every player but nothing reads them, so values drift wild. Attaches gentle, fully-optional consequences (warnings, regen penalty, starvation damage), off by default. Faithful countdown + opt-in enhancement.
Mark up to 9 rooms as personal stash locations, see all your loadouts and stashes in one overview, and check a stash room's contents remotely without being there — higher perception reveals more detail.
Sysop only
Sysop tool: trigger invasion events on demand. Undead, orcs, demons, dragons, or custom events. Great for live GM sessions.
Sysop only — off by default
Sysop tool: find which room an item is in. Searches the entire world. Off by default.
Adds damage variance to combat — swings now range from weak to powerful with descriptive flavor text. Makes every fight feel different.
Sysop-tunable combat formulas. Choose between stock hit calculations or rebalanced alternatives. Adjust crit rates, dodge mechanics, and attack type scaling.
Mystic class enhancement: hidden kick and jumpkick attacks deal bonus damage with unique combat messages. Rewards sneaky play.
Reworked combat flow: instead of all players swinging then all monsters, each swing is interleaved. Fairer, more tactical, more tense.
Monster names that mean something. Stock MajorMUD picks from a handful of generic adjectives — “nasty thug,” “big thug,” “fierce thug” — but they all fight identically. Moniker replaces that with names drawn from the monster's zone, alignment, and power tier, and the name is real. A “massive cave troll” genuinely has more HP, gives more XP, hits harder on every swing, and carries better loot than a plain cave troll. A “small” one is the quick kill it sounds like.
Monsters can earn both a prefix and a suffix — “savage thug the cruel” — and those double-named creatures are the toughest fights in the room with the best drops. Sewer monsters draw from sewer vocabulary; crypt monsters sound like crypt monsters; a Lawful Good guardsman gets words that fit. Every name is unique to that spawn and stays with it until it dies. Loot is decided at spawn, not at death — so what a monster carries is set the moment it appears. Sysops can add or tune affixes, set per-zone vocabulary, exclude specific monsters, test changes live, and flip one switch to restore stock behavior.
1.0.5 — Ecosystem
Completes MajorMUD's alignment system. The game has always let you commit to permanent Lawful — lock in good and never watch your evil points drift you off it. Miscreant finally adds the mirror that was always missing: permanent Evil. Plus alignment tags in the WHO list and the option to choose your alignment at character creation.
Add custom rooms, monsters, items, spells, and more to your game world. Author content in a database, and it loads automatically on BBS boot.
Run your whole realm on a single portable SQLite file instead of Btrieve — full parity with the original storage, with trivial backups and moves.
An in-game Quest Codex that knows what you've done and what's left. Type QUEST and it reads your character's granted abilities live to show every MajorMUD quest — whether you've completed it, whether you're high enough level to attempt it, where to go, what to do, and what you'll earn. Quests that don't apply to your class or race are hidden so the list stays relevant. A completion count at the bottom tracks your progress across the full quest line.
Run a whole library of classic MajorMUD versions on one BBS — players pick the version they want (v1.11m, v1.11i, v1.1w, …) from a menu and drop right into it. Each version loads on demand behind a theatrical ANSI splash while it spins up; versions nobody's playing stay dormant, so the BBS boots fast and doesn't waste memory hosting ~15 games at once.
Universal auto-updater for Worldgroup modules. Loads before all other modules at BBS startup, silently checks GitHub for a newer DLL, verifies integrity with fail-closed SHA-256, backs up the old version, and atomically installs the replacement — all before the target module loads. If anything fails (bad hash, network error, fault), a SEH firewall catches it and boot continues uninterrupted. Manifest-driven with per-module configs; sysop toggle via WGSCNF. MUDQOL is the first consumer.
1.0.6 — Observability
Tracks every meaningful game state change in real-time. Powers the analytics API: leaderboards, progression tracking, and combat statistics.
Browser-based admin dashboard. Live player status, monster tracking, boss timers, combat feed, and a browser-based telnet client. No software install required.
~50 new rooms expanding west from Newhaven into the old woods and Old Haven, a long-abandoned settlement. Custom monsters, items, spells, and ambient speech. The first MUDQOL map expansion for MajorMUD.
Leaderboards, farming guides, combat simulator, and build optimizer — all accessible through a web API.
Carry weight becomes a smooth curve for movement instead of stock's sudden cliff — every extra encumbrance point nudges your step a little slower, rather than one item flipping you from fine to sluggish at the 66% line. Fully tunable.
1.0.7 — Federation
Play MajorMUD on a remote BBS without leaving your home server. Persistent identity, auto-reconnect, seamless transitions.
Sysop tool: spawn automated test players to stress-test your server. Useful for capacity planning and finding edge cases.
Die and your gear, keys, and coin gather into your own corpse where you fell — instead of scattering across the floor. Race back and RECOVER it before it decays. Sysop-tunable loot rules (solo / group / open) and decay timers.
1.0.8 — Content
Run your realm's data on PostgreSQL — a networked, production-grade database, drop-in compatible with the original Btrieve storage.
The same smoothing reaches combat and sneaking: your multi-hit edge, accuracy bonus, and stealth penalty all change gradually with load instead of snapping at the 33%/66% tier lines. Adds a precise carry-weight and move-delay readout to EQUIP. Fully tunable.
Drink for a buzz — sweeter prices while it lasts. Lean on it and a dependency quietly builds; sober up and you ride out a gentle hangover. No damage, no death — a risk/reward you choose to manage.
What Are Pets?
Pets are class-themed monster companions that fight alongside players. Each of
MajorMUD's 15 character classes has its own pet family — from a Warrior's war hounds
and battle bears, to a Mage's elemental constructs, to a Ninja's shadow creatures. Pets
use the same monster system as every other creature in the game — they spawn, fight, and
take and deal damage — but the whole point is the bond: a pet is charmed to you and follows
you around as your loyal companion.
150 pets exist across 15 classes and 10 power tiers, scaled to match player
progression from level 1 through level 50.
The 15 Pet Classes
Warrior
War beasts
Hounds, wolves, bears — bred for the arena and the battlefield.
Witchunter
Holy hunters
Blessed hounds, sanctified hawks, consecrated lions — keen against the unholy.
Paladin
Divine steeds
Temple colts, warhorses, hippogriffs, gryphons — mounts of righteous fury.
Cleric
Temple guardians
Chapel cats, anointed sentinels, hallowed lions — protectors of sacred ground.
Priest
Spirit guides
Spirit doves, luminous foxes, ethereal cranes, seraphs — fragile but mystically attuned.
Missionary
Faithful companions
Pilgrim's dogs, desert foxes, caravan beasts — loyal road companions.
Ninja
Shadow creatures
Shadow rats, smoke vipers, void stalkers, phantoms — creatures of darkness.
Thief
Street creatures
Gutter rats, alley strays, sewer lurkers, basilisks — underworld animals.
Bard
Performing animals
Songbirds, dancing bears, stage lions, saga dragons — theatrical beasts.
Gypsy
Mystical creatures
Fortune kittens, moon foxes, zodiac serpents, sphinxes — creatures of fate.
Warlock
Dark familiars
Imps, hellhounds, pit fiends, archfiend vassals — bound demons.
Mage
Elementals
Spark wisps, frost sprites, flame imps, inferno colossi — raw elemental force.
Druid
Nature spirits
Earth sprites, treants, wildfire elementals, elder leviathans — primal forces.
Ranger
Woodland companions
Kestrels, timber wolves, panthers, rocs — natural predators.
Mystic
Spirit entities
Ki wisps, jade serpents, astral tigers, void dragons — manifested inner energy.
The 10 Power Tiers
Each class has 10 tiers of increasing power, matched to player level ranges:
| Tier | Levels | HP | Damage |
AC | DR | MR | Accuracy | HP Regen |
| 0 | 1–3 | 15–30 | 2–6 | 0–1 | 0–1 | 0–2 | 10–11 | 1 |
| 1 | 4–9 | 34–50 | 4–12 | 1–3 | 0–1 | 1–5 | 14–15 | 2 |
| 2 | 10–14 | 65–85 | 8–20 | 3–6 | 1–3 | 2–8 | 20–22 | 3 |
| 3 | 15–20 | 118–150 | 15–35 | 6–9 | 2–4 | 4–12 | 25–26 | 4 |
| 4 | 21–25 | 200–240 | 25–55 | 9–12 | 3–5 | 6–16 | 30–31 | 5 |
| 5 | 26–30 | 300–350 | 40–80 | 12–16 | 5–7 | 10–20 | 35–36 | 6 |
| 6 | 31–35 | 430–500 | 55–110 | 16–20 | 7–10 | 14–26 | 40–41 | 7 |
| 7 | 36–40 | 600–680 | 75–150 | 20–24 | 9–12 | 20–32 | 47–48 | 8 |
| 8 | 41–45 | 800–900 | 100–200 | 24–28 | 11–14 | 28–36 | 53–54 | 9 |
| 9 | 46–50 | 1100–1300 | 130–260 | 30 | 15 | 40 | 60 | 10 |
Stat ranges reflect class flavor. Druids have the highest tier-9 HP (1300) and DR.
Priests and Mages have the lowest HP but highest MR. Martial classes (Warrior, Ranger,
Thief) have the lowest MR at low tiers but strong physical stats.
Attack Types
Every pet uses a single melee attack per round, thematic to the creature:
| Type | Used By |
| Slash | Cats, phantoms, tigers, serpents, elementals, imps |
| Crush | Bears, horses, oxen, treants, gorillas, mules |
| Pierce | Hawks, eagles, vipers, spiders, ravens |
| Bite | Hounds, wolves, rats, jackals, dragons, foxes |
Attack energy cost is 100 for all pets. Attack frequency is 100% — one attack per round, every round.
Class Stat Identity
| Class | Identity |
| Druid | Tankiest pets. Highest HP ceiling (1300 at tier 9), highest DR. Nature spirits that absorb punishment. |
| Paladin / Warlock | High HP (1250 at tier 9). Heavy hitters with strong defenses. |
| Warrior / Ranger | Balanced physical stats, moderate MR. Straightforward damage dealers. |
| Priest | Lowest HP (1100 at tier 9), highest MR at low tiers. Glass cannons that resist magic. |
| Mage | Low HP (1120), very high MR. Elementals that shrug off spells but fold to physical attacks. |
| Ninja | High AC (up to 28 at tier 8), moderate everything else. Evasive shadow creatures. |
| Gypsy / Mystic | High MR, moderate physical stats. Mystically attuned. |
| Bard | Balanced across the board. Jack-of-all-trades performing animals. |
Example Roster: Warrior — War Beasts
One of fifteen complete pet lines. Each tier scales statistically and thematically:
| Tier | Name | Levels | HP | Damage | Attack |
| 0 | Scrappy War Pup | 1–3 | 22 | 2–6 | Bite |
| 1 | Iron-Jawed Hound | 4–9 | 45 | 4–12 | Bite |
| 2 | Grey Battle Wolf | 10–14 | 80 | 8–20 | Bite |
| 3 | Scarred Dire Wolf | 15–20 | 140 | 15–35 | Bite |
| 4 | Warbred Mastiff | 21–25 | 230 | 25–55 | Bite |
| 5 | Black War Bear | 26–30 | 340 | 40–80 | Crush |
| 6 | Ironhide Grizzly | 31–35 | 475 | 55–110 | Crush |
| 7 | Bloodfang Alpha | 36–40 | 650 | 75–150 | Bite |
| 8 | Siege Bear | 41–45 | 875 | 100–200 | Crush |
| 9 | Dreadmaw Warbeast | 46–50 | 1200 | 130–260 | Bite |
Bonded to You
This is the whole idea: a pet is charmed to you and follows you everywhere. Bind a
creature with the game's Enslave magic and it becomes your companion — it travels
room to room at your heels, fights at your side, and stays loyal to you.
| Your companion… | |
| Follows you | Trails you from room to room across the realm and won't lose your trail. |
| Fights for you | Attacks enemies that threaten you, and acts as a bodyguard — watching the room for anyone who attacks you. |
| Stays yours | The bond holds. Your pet remains charmed to you — it doesn't simply wander off when a timer runs out. |
| Comes and goes with you | Your companion leaves the realm when you log off and returns to your side when you come back. |
| Knows its master | Friendly to you — it will never turn on its owner. |
Commanding Your Pet
A handful of PET commands manage your companion:
| Command | What it does |
PET CHARM | Bind the monster in your room as your pet. |
PET SUMMON <id> | Call up one of the 150 class-themed companion pets. |
PET RELEASE | Let your pet go. |
PET | Check on your current companion. |
Growing over time. This is a work in progress. Today a pet lands a single melee attack;
richer combat — special abilities and spells, multiple attacks per round, and custom hit, death, and
greeting lines — is a natural next step and will come as the system matures.
1.1.0 — The Economy Wakes Up
Overview
The opening epic of the Bloodgold economy. In stock MajorMUD, gold flows in one
direction: from monsters to players, then into shop registers where it ceases to exist.
Tolls vanish. Training fees vanish. Healing fees vanish. The world has no economy — only
a sink.
1.1.0 changes that. Every transaction now has a source and a destination.
Shops accumulate real treasuries from sales. Cities collect sales tax. Temples receive
training and healing revenue. Tolls flow into the city coffers. And the wealth that
accumulates funds something new: stipends and subsidies for low-level players,
paid for by the taxes higher-level players generate.
Gold no longer vanishes. It circulates.
Design principle: Every gold transfer moves between named places — banks,
shops, temples, the city. Sysops can audit the full ledger at any time (via SYS ECONOMY,
arriving in 1.1.5). Nothing is magic — every coin has a paper trail.
Banking
The cornerstone of the new economy. Banks become real institutions with their own
treasuries, lending books, and interest policies.
| Command | What it does |
DEPOSIT <amount> | Place gold on hand into your bankbook at any bank in the realm. |
WITHDRAW <amount> | Pull gold from your bankbook into your inventory. |
BANKBOOK | View your balance, current loan status, interest rate, and the bank you last used. |
BORROW <amount> | Take out a loan from the bank you are standing in. Tracked in a live ledger. |
REPAY <amount> | Pay back part or all of an outstanding loan. The bank entity is credited and your balance shrinks. |
The bankbook is a living document. Your balance and loan status are visible
from anywhere — you don't have to be standing in a bank to check what you owe.
Loans
Borrow gold at a Sysop-configurable weekly interest rate. The bank tracks every loan in a
persistent ledger — interest accrues whether you log in or not.
Pay it back on your terms — or face consequences. Ignoring a loan long enough
triggers debt seizure (a 1.1.1 feature). Build a good payment history and your interest
rate improves over time (also 1.1.1, where the reputation system comes online).
Shop Treasuries
Every gold piece you spend at a shop is now tracked. Shops accumulate real
wealth from the sales they process — a popular weapon shop in a high-traffic city
becomes genuinely rich over time.
This sets up the dynamic pricing system that arrives in 1.1.1: prices respond to the
shop's actual treasury balance. A rich shop charges premium prices. A depleted shop
offers deals. Sell items to a shop and its treasury is debited — shops can run out of
buying power.
1.1.0 sets the foundation. The tracking infrastructure ships first. The
consequences (pricing, buying-power limits) ship in 1.1.1 once the data has been
flowing for a release cycle.
Sales Tax
A configurable percentage of every shop purchase flows automatically to the
city treasury. The city becomes a real entity with a real bank balance — and
it uses that money to fund stipends, subsidies, and (later) public works.
Revenue Routing
In stock MajorMUD, the gold you pay for training, healing, and rest disappears into the
void. Under Bloodgold, every transaction has a destination:
| Service | Where the gold goes |
| Training fees | Flow to the guild entity associated with that trainer. |
| Healing fees | Flow to the temple entity. |
| Rest fees (taverns) | Flow to the tavern entity treasury. |
| Shop purchases | Flow to the shop entity. Sales tax flows to the city. |
| Tolls | Flow to the city treasury. |
Every entity is named, tracked, and auditable. Sysops can watch wealth distribute
across the realm in real time.
City Tolls
Gate tolls have always been part of MajorMUD's flavor text. In stock, paying a toll
removed gold from your inventory. Under Bloodgold, that same gold flows directly to
the city treasury. The lore is finally mechanically real.
| Toll | Cost | Direction |
| Slum Gate (Noble Street) | 5 gold | Both directions |
| Boatman's Passage (pier to island) | 5 gold | Per crossing |
| City gates (various) | configurable | Per entity |
The boatman's dialogue has always implied a fee. The slum gate's flavor text on Noble
Street has always implied tolls. Now those implications are real, and the revenue
goes somewhere meaningful.
City Stipend on Login
Low-level characters now receive a daily gold grant from the city treasury
on login. The amount scales with the city's current treasury balance and the
configured stipend tier.
This is the redistributive feature that ties the economy together.
Higher-level players pay sales tax, tolls, and (later) death tax. That money fills
the city treasury. The city pays it back out as stipends to new players — funding the
next generation of adventurers.
Training Subsidy
The city cares about its up-and-coming. When a low-level character buys training, the city pays a configurable percentage of
the cost (default 40%). The player pays only the remaining 60%. The temple
still receives the full fee — the city subsidizes the difference from its treasury.
Like the stipend, this scales down as players level up. New characters are protected.
Veterans pay full price.
Configuration
Every rate, threshold, and subsidy percentage is sysop-configurable per realm. A hardcore
server can crank tolls high and stipends low. A welcoming server can do the inverse.
The economy is a knob, not a fixed system.
| Setting | Default | Range |
| Sales tax rate | 5% | 0–25% |
| Loan interest (weekly) | 3% | 0–20% |
| City stipend (per login, lvl 1) | 50 gold | configurable curve |
| Training subsidy | 40% | 0–100% |
| Stipend cutoff level | 10 | 1–50 |
What 1.1.0 Does NOT Include
The 1.1.0 release is deliberately scoped. The economy wakes up, but consequences
come later:
| Feature | Ships in |
| Reputation system + debt seizure | 1.1.1 — The Economy Bites |
| Death tax + monster loot tax + XP tax | 1.1.1 |
| Dynamic shop pricing based on treasury | 1.1.1 |
| Casino revenue routing + new games | 1.1.2 — The Economy Entertains |
| Lottery system | 1.1.2 |
| Bounty system + faction rates | 1.1.3 — The Economy Divides |
| Gang treasuries + heists | 1.1.4 — The Economy Deepens |
| Player market stalls + crowdfunding | 1.1.5 — The Economy Builds |
Persistence & Control
Every coin is accounted for. Balances, loans, and treasuries are saved like any other
character data — they survive server restarts, and a full ledger of where gold moves is
kept so a sysop can always see what's happening. The whole economy can be reset or backed
up at any time, and none of it turns on unless the sysop chooses.
Food becomes a real (small) economy: tiered meals from snacks to feasts, cooked dishes that grant short well-fed buffs, and variety that beats eating the same ration forever. A gold sink with flavor.
1.1.1 — The Economy Bites
Consequences arrive. Reputation, debt seizure, death tax, dynamic pricing, and progressive tax rates.
Full detail page coming in a future update.
1.1.2 — The Economy Entertains
Games of chance. Casino revenue routing, blackjack, monster arena betting, treasure vault, and lottery.
Full detail page coming in a future update.
1.1.3 — The Economy Divides
Lawful vs. Miscreant. Bounties, the corruption arc, faction-based rates, and PvE bounty boards.
Grubb's Corruption Arc is detailed below. Bounties, faction rates, and PvE boards: more detail soon.
Grubb runs a criminal enterprise out of the Coinlender's Den at the slum gates, quietly siphoning gold from Silvermere's city treasury through a network of corrupt officials. It's a real drain — the city's coffers bleed into Grubb's vault every day, and you feel it: shrinking stipends, stalled public works, creeping fees, a city visibly going to seed.
The more active faction wins. Corruption isn't a fixed story beat — it's a living, server-wide tug-of-war shaped by what players actually do.
Two sides of the same coin
| Path | What you do | You become |
Root Out the Corruption Lawful | Investigate the missing gold, track down a crooked guardsman, follow Grubb's trail to his den, then raise the guard and raid the counting house to shut it all down — restoring the city's wealth. | Champion of Silvermere |
Grubb's Enterprise Miscreant | Take a bribe job, forge trade papers, knock over a supply caravan, expand the network abroad, then pull off the Big Score against the Bank of Godfrey — fattening the underworld's purse. | Shadow of Silvermere |
How it unfolds
First, the story. A one-time guided questline for each side teaches you the ropes and reveals Grubb — Lawful players learn to investigate and hunt, Miscreants learn to bribe.
Then it goes live. Once anyone finishes the intro, the city's officials become a living battlefield for everyone. Each one is either clean or corrupt: Miscreants bribe clean officials to turn them; Lawful players hunt and kill corrupt ones to take them off the board (they return clean after a cooldown). The final quest stages become repeatable boss events.
Not all officials are equal
| Official | Sway over the city |
| Guardsman | a nudge |
| Elite guard | noticeable |
| Templar | serious |
| Mayor of Silvermere | a full-blown crisis |
Higher-ranked officials swing the city far more, cost a fortune to bribe, and stay off the board much longer once jailed — so a single corrupted Mayor matters more than a dozen bought guardsmen.
You can watch it happen
Check the city ledger any time to see Silvermere's treasury balance, the current corruption level, and how many officials have been turned. Clean the whole network out and the realm hears about your victory; a daring heist makes headlines too. It's self-correcting — clear every corrupt official and the city settles back to calm, until the next bribe.
Run it dry and the well runs dry. If the underworld bleeds Silvermere completely, even Grubb's payouts stop — there's nothing left to steal.
1.1.4 — The Economy Deepens
Organized crime. Gang treasuries, membership dues, ganghouse rent, and shop heists.
Full detail page coming in a future update.
1.1.5 — The Economy Builds
Player-driven commerce. Market stalls with offline sales, public works crowdfunding, and the sysop economy dashboard.
Full detail page coming in a future update.