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Update, 6 November 2026

Fixed

  • When a friend removes you, asking to be friends again no longer says "You are already friends!" until you log out and back in. The two of you can become friends again straight away.
  • Right-clicking arrows in your bag with no bow in hand now tells you the arrows cannot be worn without a bow, rather than showing a message about a missing script.
  • If your maximum health or mana went down while you were logged out, for example after changing your build on the website, the bars now show the right amount as soon as you log in. Before, they showed the old, higher amount until it next changed.

Update, 6 November 2026

Added

Bots & Combat

  • All characters can now use Thunder, regardless of class or attributes, with the spell available alongside other mana spells.
  • Bots now summon guards when idle and use Thunder to direct them towards their targets.
  • Added the FB/SS Trojan, a ranged bot specialising in FastBlade and ScentSword, with weapon-specific behaviour and improved kill-securing tactics.
  • Added the Fire Taoist (/bot fire-taoist), a ranged bot using Tornado and FireOfHell, with evasive movement and guild-war mana preparation.

Realms & Community

  • Private realms can now offer open slots, allowing players to join immediately without waiting for an invitation.
  • Realm hosts can now ban and unban players through /ban, /unban, and the website's ban list.
  • Realms can now schedule events, including football matches, Guild Wars, and custom events. Players can express interest, receive reminders, and see upcoming events in their local time.
  • Players can specify their preferred activities (football, Guild Wars, PvP, or hunting), allowing the realm list to filter by activity and upcoming events.
  • Realm descriptions now include the host's intended activities, displayed on the realm page and in the realm list.

Tutorials & Help

  • Added a website tutorial guiding new players through creating their first loadout and realm, including explanations of Advanced rules.
  • Added an in-game tutorial covering bot summoning, football, guild creation, Guild Wars, GW Tactics, and loadout changes.
  • The in-game Help system now opens the website wiki directly, with browser fallback where the embedded window is unavailable.

Garments

  • Uploaded garments can now be edited directly from the character page, including replacing files, adding or removing bodies and effects, and changing effect rendering. Changes apply to every loadout using the garment.

Changed

Bot Behaviour & Combat

  • Summoned guards now display their owner's guild name or bot alignment ([Wild] or [Lawful]), updating dynamically as their owner changes guilds.
  • Bots now engage enemy summoned guards when appropriate, while prioritising players and bots and avoiding allied guards.
  • Bots can now cast skills mid-jump and anticipate enemies doing the same, improving combat behaviour across FB/SS Trojans, Water Taoists, Fire Taoists, and Melee Trojans.
  • Bots now open fights by using Thunder to direct their guards at their targets. FB/SS Trojans no longer waste time casting Star of Accuracy.
  • Guild War bot behaviour has been improved: Water Taoists prioritise reviving fallen allies, FB/SS Trojans prioritise enemy Water Taoists, defenders hold gates more effectively, and attackers maintain pressure on the pole.
  • The Roadman bot has been renamed Melee Trojan. Its behaviour remains unchanged, and /bot roadman is still supported.
  • Bot templates now include descriptions of their behaviour in the GM panel, bot pages, and wiki.

Realms, Tutorials & Navigation

  • Your own realms now appear first in the realm list, alongside Create your realm and editing options.
  • Selecting a realm now displays its host, rules, and intended activities. Play now also confirms before claiming an open slot.
  • New characters now begin in Twin City instead of the PK Arena.
  • Website tutorials have been moved into guided Show me how walkthroughs on the loadout and create-realm pages. New accounts now begin with their first loadout.
  • The in-game tutorial now runs through the Tutor NPC in Twin City, supports starting, continuing, skipping, and restarting, and works in any realm. /tutorial has been removed.
  • Path Finding now takes the quickest player-accessible route, including jumps over walls, gaps, and ledges. It also includes the Tutor and LoadoutManager in its destinations.

Guild War & GM Interface

  • GW Tactics now consistently uses the term order, displays who received an order, and allows allied guild leaders to issue orders when permitted.
  • GM Commands and GW Tactics now use compact, side-by-side buttons with distinct icons.
  • The GM Commands panel has been reorganised into task-based tabs, with clearer descriptions, improved forms, command previews, copy functionality, and confirmation prompts for certain actions.
  • Bot management now supports adding up to 10 bots at once, with improved ban management, monster identification, filtering, and more accurate command previews.

Fixed

Combat, Death & Character State

  • Fixed characters failing to die correctly when struck by simultaneous attacks, multiple-target skills, or skills cast at the same time as their attacker is killed.
  • Fixed simultaneous kills incorrectly awarding duplicate drops, PK points, XP, or KOs, and causing Guild War pole rounds to end multiple times.
  • Fixed dead characters incorrectly retaining life, becoming stuck, or receiving healing after death. Dead characters can now reliably become ghosts and be revived.
  • Fixed bots failing to recognise their deaths and remaining on the battlefield indefinitely.
  • Fixed team leaders losing their leader designation after being revived.

Guild Wars & Server Performance

  • Fixed Guild Wars and combat freezing or stalling when the database was slow. War progress, guild funds, deaths, enemy lists, and item drops are now saved in the background.
  • Fixed pole funds dropping below zero and displaying incorrect values.
  • Fixed skills disappearing or failing when cast during a Guild War pole handover.
  • Fixed guild bots failing to prepare correctly for Guild Wars, including bots remaining in combat, failing to return from jail, or becoming stuck outside opened gates.
  • Fixed bomb handling by Guild War bots, ensuring attackers' bombs are collected and used appropriately while defenders can deny them to attackers.
  • Fixed allied gates closing prematurely on bots passing through, while still closing promptly when attackers approach.

Guards & Bot Interactions

  • Fixed summoned guards remaining visible after death or their owner leaving, and bots continuing to attack guards that no longer exist.
  • Fixed guards failing to follow their owners or return to them after their targets die.

Inventory, Guilds & Character Management

  • Fixed equipment changes with a full backpack causing items to disappear until the next login. Equipment swaps now correctly require sufficient space.
  • Fixed warehouse deposits causing items to disappear when the warehouse refuses them, including items belonging to a loadout or deposits into a full warehouse.
  • Fixed guild invitations and join requests, including bots accepting invitations and players joining immediately after accepting.
  • Fixed large guild member lists crashing the game, with online members and the leader displayed first.
  • Fixed guild war invitations and bot interactions involving guild members in jail.

Client, UI & Stability

  • Fixed long chat and command-help responses being truncated, and /help startgw closing the game.
  • Fixed the game closing when interacting with the help window at RenderScale below 100%.
  • Fixed music changing tracks interrupting keyboard input in chat and other open windows.
  • Fixed GM spectating displaying the spectating character's hover box.
  • Fixed disguised monsters displaying their owner's weapons or losing their disguise when equipment changed.
  • Fixed the game opening TQ's legacy sign-out and CP top-up pages.
  • Fixed the Options window displaying incorrect window dimensions when the launcher had never been opened.
  • Fixed the Boxer NPC's dialogue formatting.

Realm Management & Connectivity

  • Fixed realm shutdown and server migration warnings displaying incorrect timings or disconnecting players too early.
  • Fixed adding bots to realms hosted outside London causing server freezes and loss of player progress.
  • Fixed characters logging out on NPC spawn locations becoming stuck when logging back in.

Removed

Realms

  • The Starting Lands has closed. Players inside were warned before closure, and no character items were lost. Players can now create their own realm or join a friend's instead.

Update, 29 October 2026

Changed

  • Guild war gates. The gates now shut as soon as a war is announced. Until it starts, "Let me in" takes the defending guild and its allies inside. During the war only the holding guild's Guild Leader and Deputy Leaders can use it, so everyone else waits at a gate for them to open it. Guild Leaders and Deputy Leaders can open and close the gates at any time.
  • Smarter guild war bots. While a war is being prepared, bots wait in their own spots instead of fighting in Twin City. In the war they stay in the fight instead of walking off to regroup, only leave the fight to protect a Water Taoist that is being attacked, and go first for whoever is hitting their pole. A leader bot also opens the gates for its guild.

Fixed

  • No more freeze when revived. Being revived where you fell no longer freezes your screen and makes everyone around you jump back into place. Spectators following someone now glide after them instead of their screen reloading.

Update, 28 October 2026

Added

  • Match stats on the Football table. During a match, the table in the top right now shows your own accuracy (how many of your swings at the ball, Dashes into it and FastBlade or ScentSword casts kicked it), each side's players by goals, and the match's MVPs - most goals, most assists, most accurate and most takedowns. It keeps up as you play, and the MVPs and your accuracy are announced in chat at full time.
  • Guild war bots use bombs. A bot leading or deputising for its guild claims a bomb from the BombMaster, and its guild lights it at the first gate it attacks. Bots also pick up a bomb dropped nearby.
  • Set the gates' and pole's health per war. Start GW has two new boxes, Gate health and Pole health (in thousands), filled with the classic 10000 and 20000 - or add gate=N and pole=N to /startgw. Lower them for a quicker war, raise them for a longer one. A bomb still knocks a gate down in one, and everything returns to the classic figures when the war ends.

Changed

  • Smarter guild war bots. Bots in a guild war now play much more like an organised guild.
    • Attacking: they keep working the gate, answering only whoever actually hits them rather than getting drawn into fights in front of it, and go straight through a gate once it opens. More of them hit the pole and fewer stand guard, and a push that reaches the pole stays there rather than walking back to regroup.
    • Playing the clock: they read the war's clock and scores from the same table in the top right that you see, and play the pole as it is scored - the round goes to the guild that did it the most damage. With plenty of the war left they take the pole at once and hold the walls. Late in the war, once their lead can't be caught, they hold the pole low and finish it in the closing minutes, timed against how long the defenders would need to take it back. In the war's last stretch, a guild not holding the pole throws everyone at it.
    • Defending: while the walls stand they spread out to keep both gates and go to whichever is attacked. Once a gate falls they all fall back to the pole, instead of fighting in the doorway or going out to meet the attackers. They no longer run back and forth on every sighting, their escorts stay with the Water Taoists while enemies are inside, and the lower the pole gets, the more of them drop everything else to defend it.
    • Water Taoists: they revive fallen allies they pass on their way anywhere, as long as they have the mana, without holding up what they were sent to do for long. When their guild is breaking a gate, they wait close enough to revive anyone who falls there, so the fallen no longer have to walk back to them first.
  • A tidier guild war table. Your tactics in the top-right table are set apart from the clock and scores by a dividing line, and each guild's place is a plain number, without the "No." sign.

Fixed

  • The football stays lit at night. The ball now lights the pitch after dark for everyone on it - including players who were already there before nightfall, on a pitch full of glowing gear.
  • Bombs end with their war. A guild war's bombs are now taken back when it ends, and any left over from an earlier war are removed when you log in. A bomb you're holding stays with you if you log out and back in during its war.

Update, 27 October 2026

Added

  • A guild war's end is now hard to miss. When the war is over, everyone on the guild map or in its jail sees VICTORY across the screen if their guild, or a guild allied to it, holds the pole, and DEFEAT otherwise, and a beam of light comes down on the pole and fades with the word. Both need the latest game client.
  • Two new chat channels in the channel picker. Ally talks to your guild and every guild allied with it at once, and World talks to everyone in your realm. Their lines appear in the chat beside Team and Guild, in the same yellow, marked [Ally] or a purple [World].

Changed

  • The channel picker's buttons now sit close together, without gaps, and it no longer covers the GM Commands button. The Service channel is gone from it: nothing ever answered on it.
  • The chat channel list now opens straight up from the channel button, and the Action menu opens beside it, level with the Friend row, so neither covers the other or the buttons above the chat bar. GM Commands and GW Tactics moved right to make room.

For realm owners

  • Following someone with /follow while spectating, the camera now sets off into each jump as they make it, rather than waiting until they were nearly down.

Update, 26 October 2026

Added

  • On the Guild War map, the top right of the screen now counts down the time the war has left, above the guild scores. Before the war begins it counts down the preparation instead. It leaves your screen when you leave the map or the war ends.
  • In a Guild War, guild bots now share where they last saw each player and bot on the war map. A bot told to defend or attack someone it can't see goes to where they were last seen, and if they aren't there, heads back towards the pole and keeps with players until they're spotted again.

Fixed

  • In a Guild War, a guild bot given a tactic - its guild's, its team's or its own - now plays it rather than following the nearest player of its guild around. Once a gate it was told to attack or defend has fallen, it goes back to following players. Bots told to defend a player still keep with them.

Update, 26 October 2026

Added

  • Every character can now cast SummonGuard to call a guard to fight beside them.
  • Guild leaders and deputies can now organise their guild in a Guild War from a GW Tactics button beside GM Commands: tick a guild, a team or players and press a tactic - defend or attack a gate, rally, storm the pole, defend a team or player, attack a player, or your own words - or make players in no team a team. Allies in a team your guild leads are yours to command, and an allied guild's others once their leader turns on Allied leaders may command us. Each player sees theirs in the top-right, and bots follow their own order first, then their team's, then the guild's.

Changed

  • The skill bars list castable skills first, grouped by what they do - attacks, heals, revives, buffs, then summons and disguises . The passive weapon skills that fire on their own come last.
  • Water Taoist bots now put reviving their fallen allies with Pray ahead of everything, their own safety included: they Pray for a ghost in reach wherever they land, and when they run they keep their allies in view and close in on the ghosts. Out of mana with no potions, they sit briefly between jumps to build stamina for a Meditation. They are also easier to catch: they react to a foe running or jumping at them as a person would rather than instantly, and they weave away in jumps of different lengths and directions rather than always taking the longest jump straight away.
  • The time between the death animation finishing and the player turning into a ghost has been reduced by 0.5s.
  • A garment you remove yourself now disappears from your garments list instead of staying there with a "Taken down" status listed.. Only a garment staff take down is still listed, so you can see what happened to it.
  • You can now hold 50 garments per account, up from 20.
  • You can upload 20 garments a day, up from 10.

Fixed

  • A custom garment put on during play now shows to the other players there within a few seconds, rather than only to its wearer until they logged out.
  • The game no longer freezes for a second or more when players or bots in custom garments come into view - most noticeable when bots were added or a crowd arrived at once.
  • The DivineHare jumps at its own quick pace again, as its skill book promises, rather than at a person's.
  • Bots now flinch when zapped by Thunder, Fire, Tornado and the other spells that make a player flinch. Like a player, a bot caught by a stream of zaps can't jump away until they stop.
  • A flying Archer can no longer be hit by FastBlade, ScentSword, ViperFang, Dragon Tail, Hercules, FireCircle or the area attacks weapons set off, as in the original game. Spells such as Thunder, Fire and Tornado, and other Archers' arrows and Scatter, still reach a flier.
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Update, 21 October 2026

Football

Added

  • The football now glows at night, lighting the ground beneath it even while airborne. The ball's nighttime glow is now brighter and covers a wider area, making it easier to see for players approaching it.
  • Hitting the ball with a swing, Dash, FastBlade or ScentSword now displays the hit effect and plays the hit sound for the player who struck it.

Skills and combat

Changed

  • Weapon skills such as Phoenix, Rage and Penetration now fire more evenly in every realm by incorporating a sort of "pity system", with fewer long dry spells and consecutive activations. The overall activation rate remains unchanged. This applies to players and bots.
  • Lawful Water Taoist bots now heal and cast Stigma on every guild's members whose name is not black, including those with blue names, unless they are attacking the lawful.
  • Roadmen react a little slower and judge your landing based on your jump's flight rather than knowing exactly where you will land, making it easier to escape them by changing direction.

Fixed

  • You now see your character fall when you die, rather than remaining upright until turning into a ghost.
  • Boom and Earthquake now deal their full damage again instead of just 1 damage.
  • Water Taoist bots now revive fallen allies within Pray range before healing themselves, including ghosts in Guild War.
  • Wild bots no longer attack wild monsters, and lawful bots no longer attack guards.

Guilds and Guild War

Added

  • Monsters and bots fighting for a side now display [Wild] in orange or [Lawful] in blue where a guild name would normally appear. Guild names can no longer contain square brackets.
  • Guild leaders and deputies can command their guild's war bots using /tactic. Orders include breaking a gate, attacking the pole, holding the fortress, regrouping and following a guild member's attack. Use /tactic auto to return the bots to autonomous behaviour. Realm owners can command any guild's bots.

Changed

  • Guild bots now head to Guild War as soon as it begins, regardless of their location or which guild members are present. They stay outside the fortress until a gate falls.
  • Between wars, guild bots on the war map no longer fight other guilds as though a war were active.
  • When a guild is disbanded, its bots become lawful and stop following its former members. Its name no longer lingers above the bots or former members after a revive.
  • The Guild window's Allies and Enemies pages now support up to 10 entries. Realms allowing more than five allies or enemies show scrolling arrows and a range indicator, such as "6-10 of 10".
  • The Guild window's member list and the nobility ranking now open without the previous delays, regardless of guild size. Donating no longer stalls the game while the ranking updates, and the member list displays everyone at the realm's current level.

Loadouts and appearance

Added

  • Skill colours on the website's loadout page let you customise the line flames and hit effects of FastBlade, ScentSword, Viper Fang and Dragon Tail. Choose from twelve colours or the game's default colour, with previews as you make your selections.
  • Ghost and disguise colours let you customise your ghost and each available disguise: Golem, DivineHare and NightDevil. Each has a turnable preview, and you can choose from twelve colours or the game's default.
  • Edit current loadout at a LoadoutManager now includes Skill colours and Disguise colours, matching the website's loadout editor. Changes are applied immediately and visible to other players without logging in again.

Fixed

  • Recoloured garments no longer apply their colours to ghosts or disguises. Your garment's colours return when you revive or the disguise ends.
  • Viewing another player's equipment no longer incorrectly displays recolour palettes on every item or marks unrelated garment icons as recoloured.

Shopping Mall

Added

  • The PenitenceAmulet is now available in the Shopping Mall. It removes 30 PK points when you have at least 30, can be used once per hour, and cannot be used in jail.

Changed

  • The Shopping Mall now sells only city gate scrolls and the PenitenceAmulet.
  • Garments, DragonBalls, Meteors, gems, upgrade stones, PrayingStones, NinjaAmulet and BlackTulip have been removed from sale. Garments are selected through your loadout, and equipment can no longer be upgraded.

LoadoutManager and regional performance

Added

  • LoadoutManagers are now available in Twin City, Desert City, Phoenix Castle, Ape Mountain and Bird Island, replacing the Blacksmiths at those locations. The existing LoadoutManagers in the Market and PK Arena remain in place.

Changed

  • LoadoutManager menus, loadout switching, attribute and appearance saving, and loadout editing now respond immediately without waiting for the main database in London, by interacting with a copy in the local regional database first and synching with the main database in the background.
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Update, 16 October 2026

Added

  • A realm's owner can now watch their realm unseen with /spectate and follow a player with /follow, and can give both to someone else with /grant. While spectating you can no longer attack anything or pick anything up.

Fixed

  • Your off-hand weapon's skill now gets its chance whenever your main hand's skill doesn't trigger. Before, it only got one when the main-hand weapon had no skill at all. A sword and a club can now make a Rage, and a second dagger gives a second chance at Penetration.
  • A club's Rage, a wand's Snow and a spear's Speed Gun now hit the guild war pole from anywhere beside it. From most cells next to the pole they used to miss it, and the swing they replaced dealt nothing, which cost a club about half its damage on the pole. Wide Strike and the other sweeping weapon skills no longer miss it from just off its far end.

Update, 16 October 2026

For realm owners

  • Water Taoist bots now heal with Advanced Cure when they have seen someone take damage of more than half of what they're able to heal back, or when they have witnessed that another heal has not yet returned them to full health
  • Water Taoists now reserve 1,000 mana for a Pray, pausing every heal and Stigma, unless they have a mana potion available that would bring their reserve back immediately. They will meditate rather than dip below it.
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