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PATCHv1.2.6· August 25, 2026

Roleplay & Hosting Update

Here is a list of hosting and roleplay updates, the roleplay server will be up shortly.

roleplayhosting

Hosting & Roleplay Update

Description: This is a hosting update. Everything in it exists for one reason: to let the people who run servers build their own things, instead of asking a developer to build it for them and waiting. Custom races, skills, items, passives, transformations, shops, NPCs, quests, events, prices, icons — all of it is now data a host authors, per server, without touching code or waiting on anybody.

None of that is specific to roleplay. A PVP server, a minigame server, a heavily-modded server nobody has thought of yet — they all get the same tools, and they can all make a version of the game that is genuinely theirs rather than a re-skin of ours. The Roleplay Server is simply the first server to run it in anger, which is why so much of this log is written in roleplay terms and why roleplay features are the ones that got built out first.

It also merges PVP and RP into one branch. That's the part that makes the rest sustainable: an RP server can now take the latest PVP version whenever it likes without losing its own setup, and every new PVP feature arrives as something each server can configure independently rather than something imposed on it.

This is a work in progress. It is a very large amount of new surface area, and the Roleplay Server is about to test it far harder than any of it has been tested so far. Expect things to be tuned, corrected and rebalanced off the back of that — the shape is right, the details will move.

Most Of The Game's Updates Aren't In This Log:

The Roleplay Server has gone a long time without an update, and the game did not stand still while it did. Everything in this log is the hosting and roleplay side of that gap — it is not the whole of what changed.

  • The rest is on the patches page: https://play.dragonuniversegame.com/patches. Every main-game update, in order, with what changed and when. If you're wondering where a combat change, a new boss, a fix or a whole system came from, it's there rather than here.
  • The Roleplay Server is fully up to date with the latest game. It isn't running an old fork any more — it's the current build, with roleplay features on top of it.
  • It stays that way. Any time the main official server gets an update, roleplay hosts can put their own server on that same version themselves, whenever they choose — see Updating Your Own Server below. There is no separate roleplay version to wait for.

Updating Your Own Server:

Description: Server hosts can now put their server on the latest version of the game themselves, whenever they want, from their own server panel. No asking a developer to update your server, and no waiting for somebody to get round to yours.

  • Where: your server's management panel, in the hosting section of the website. When there's a newer version than the one you're running, the panel tells you so and the Update button lights up.
  • What happens: the new build is downloaded and swapped into your server's folder while it's still running, so nobody is kicked and nothing is interrupted by the update itself.
  • It takes effect on the next reboot. The running world keeps using the version it started with until it restarts — either a normal in-game reboot or the Reboot button in the same panel. That's deliberate: rebooting is how players get saved properly on the way down, so the update never yanks the world out from under anyone.
  • You get the right map automatically. Builds come in two flavours, and your server takes the one that matches what it is. A PVP server gets the PVP map. The official Roleplay Server gets the Roleplay map, not the PVP one — so updating to the newest version does not quietly drop it onto the wrong world. Nobody has to remember which build to pick, because there's nothing to pick.
  • Your setup is not part of the build. Everything in this log — your races, skills, items, shops, prices, NPCs, toggles — lives in your server's own configuration, not in the game files. Updating replaces the game and leaves all of it exactly where it was. That is the whole reason an RP server can now stay current with PVP without breaking anything.

Narration:

Narrate has been updated significantly modernizing it and featuring a plethora of new features.

  • Markdown: Narrations can now be written in markdown allowing for large headers, bolded text and several styling features similar to discord. The narration menu has been updated to support this.
  • Notifications: Narrations can be customized in-game to ping players both in-game or/and on discord.
  • Viewing: Narrations can be customized to show up in it's own statpanel tab, where players can see the full narration text, it can also show in it's own 'Narrate' chat tab. Owner's of the narration can set the name of the tab that shows up when they narrate.
  • Settings: Narrations have multiple settings to ensure narrators can fully customize the visibility of their narration.
    • View: Which players see this narration, whether it's players within a certain distance, players within your entire specific planet, or the entire server.
    • Duration: Narrations now have duration, this is a feature that boosts visibility of narrations. If the narrator sets a duration of eight hours, anybody who logs in to the server, enters a specific planet, opens up a tab on their screen that shows them the ongoing narration. This is so players do not miss events or the context of events.
    • Ping: Whether or not the entire server should be pinged, whether the discord should be pinged, whether people on the planet should be pinged.
    • Discord: Whether this narration should be posted onto discord or not.
  • Website Integration: Narrations are automatically uploaded to the game website and optionally posted to the discord. Admins of the server can also edit any narrrations.
  • Narration Rights (Level 1 & 2): Admins can give these two items out to a "mini admin" - a trusted storyteller, an event DM, a community lead - without handing them the admin panel. Whoever holds one gets their own Narrate button, using the exact same markdown composer, just scoped down:
    • Level 1: Can narrate to players within range, or to their whole planet.
    • Level 2: Can narrate to the whole server.
    • Every item narration is always credited to whoever sent it - there's no anonymous option.
    • Pinging (in-game or on discord) is off by default for non-admins, with a separate on/off switch for Level 1 and Level 2, so a host can trust their planet-narrators with it without also handing a server-wide ping to Level 2. Admins holding either item can always ping.
    • Hosts control whether item narrations post to discord at all (on by default), and can set a cooldown between uses of these items (default 1 hour, optional - 0 disables it), all from the server settings panel.

Custom Tranformations:

Description: Admins can create and edit any of the existing transformations in the game or they can create entirely new transformations and modify their stats, bonuses, requirements, and practically anything in the game about them including their appearances.

  • Transformation Name, Description & Transform Message: Admins can customize the name, description and message that appears when somebody transforms.
  • Requirements: Admins can modify the requirements of the transformation — BP, energy, power rank, ascension path, and which races may take it. They can decide whether the transformation is gotten automatically on anger, handed out through an RPP milestone, or made buyable from a shop.
  • Buffs: This transformation editor can be used for both transformations and buffs. Buffs are essentially lesser transformations that can be used on top of transformations, such as things like mystic. The editor is not limited to only transformations. Expect admins to use this system for creating custom buffs too.
  • Modifiers & Stat Bonuses: Admins can set any number of modifiers and stat bonuses which the transformation grants upon transforming.
  • Appearance: Admins can decide whether this transformation changes your appearance, clothes, overlays, aura, among many other options. They can upload any number of custom icons and overlays.
  • Race: Admins can set which race can obtain this transformation, or if it can be obtained by all races. Transformations obtained by all races can be buffs for example e.g. Mystic and Expand.
  • Passives While Active: a transformation can switch passives on for as long as it's held — built ones from the passive builder or the game's own — and they come back off on revert.
  • Fighting Style While Active: it can also grant a whole fighting style while active, on top of the one the character trained rather than replacing it. The style's skills and passives come with it, and everything in the game that asks "do you have this style?" answers yes while the form is up. Two forms stacked can each grant their own, and dropping one never strips what the other is still granting.
  • Skills Granted: skills a form unlocks permanently the first time it's used, and separately skills it only lends while active and takes back on revert.

Custom Ranks:

Description: Ranks get the same treatment as transformations — admins can create their own and edit every existing one. The editor carries essentially everything the transformation editor does, with one important difference: a rank's bonuses are permanent while you hold it. There is nothing to activate and nothing that wears off. It is the right tool for a standing position in the world — a title, a military rank, a station somebody was appointed to — where the power should simply be part of who they are.

  • Identity: name, description and colour.
  • Stat modifiers: the full set — BP multiplier and flat BP, damage dealt, damage resistance, accuracy, reflex, speed, power-up rate and cap, regeneration, knockback dealt and resisted, energy and stamina drain, stamina recovery, and skill cooldowns. All of them constantly applied while the rank is held.
  • Passives: a rank can carry passives, built ones from the passive builder or the game's own, on for as long as they hold the rank.
  • Fighting style: a rank can grant a whole fighting style on top of the one the character trained, rather than replacing it — its skills and passives come with it, and everything that asks "do you have this style?" answers yes. Losing or swapping the rank takes it back cleanly.
  • Skills gifted: skills handed over with the rank.
  • Requirements: who can earn it — races allowed, achievements, BP, power rank, Z Points, saga tokens, karma and alignment, a required fighting style, a planet, and how many people may hold it at once. A rank can also be marked competitive, and can require its slots be filled by different races.
  • Per server: like races and transformations, a server can edit a rank for itself without touching anybody else's, and level 5 edits the shared version.
  • Player viewing: the current ranks and any balance changes are readable on the game website.

Event Characters:

Description: A core roleplay feature, and one hosts have been asking for. An event team builds a whole character — its name, race, look, fighting style, always-on power and starting gear — and grants it to a chosen player. That player logs in and picks it from the login menu, plays it, and hops back to their own character whenever they like.

  • No more alt accounts: this is the point. Playing an event character used to mean making a whole second BYOND account. Now it's an option on the login screen of the account you already have.
  • Your main is untouched: an event character saves to its own separate file. Nothing the player does on it touches their real character — not their stats, not their items, not their progress — and a player can hold several event characters at once, one file each.
  • A complete identity: the host sets the character's name, its race, an appearance preset for its permanent look, and the fighting style it fights with, skills and passives included. The player doesn't build it; they become it.
  • Always-on power: the same combat modifiers transformations and ranks use — BP, damage dealt and taken, accuracy, reflex, speed, power-up rate and cap, regeneration, knockback, stamina — but constant while the character is played, and they stack with any form the character can still transform into. Editing them reaches a live character within about a minute.
  • Starting gear and setup: skills, items, reward bundles and any variable changes the host wants, all applied the moment the character is created — so it is event-ready the second it exists.
  • Where it spawns: an event character can be dropped at a specific point when it's created, or left to spawn wherever its race normally would.
  • By invitation: characters are granted to specific players, by their account or their save name. A granted player sees an extra Event Character option at the login menu within about a minute. One creation per grant — the host can let somebody remake it, or revoke a grant that hasn't been used.
  • Surviving a restart: if the server reboots mid-event, a player is put back into the same event character rather than their own.
  • Global or per server: a definition can exist on every server, or only yours, the same way starter kits work.

RP Events:

Description: Running a live roleplay event — a tournament, a siege, a trial, a summit. An admin starts one and everyone involved gets a tab named after the event: its title, its description, the people it's about, and who else is taking part. It solves the thing every RP event runs into, which is that half the server can't tell who the main characters are or watch what they're doing.

Not to be confused with the Event Characters system above. That one is a whole playable character a host builds and grants. This one is a live event happening right now, and the "featured characters" in it are simply the players it's about — they're on their own normal characters.

  • Who it's about: an admin marks the featured players, and they appear at the top of the event tab for everyone. Anyone else taking part is listed underneath, with live positions.
  • Spectating, without needing an observe skill: right-click a featured player and watch them. That is the headline — everyone can actually follow the event as it happens instead of hearing about it afterwards. The admin decides at creation whether players may spectate the featured cast, the wider participants, both or neither.
  • Scope: an event can cover the whole server, a whole planet, or a circle of a set radius around a point. Planet and ranged events can list everyone inside automatically, and the tab appears and disappears on its own as players walk in and out of range.
  • RP point booster: an event can multiply RP point gains from every source for everyone inside its scope while it runs — 1.2 for a fifth extra, 2 to double it. Set when the event is created, and shown on the event's card so nobody has to be told.
  • Event history: everything the event's cast does is recorded — emotes, say, shout and whisper, knockouts and deaths. Admins read it live while the event runs, filtered by kind, and it's kept permanently afterwards. Past events stay browsable.
  • Which is what makes rewarding people possible: an admin can go back through what actually happened and pay out for the roleplay that deserved it, rather than trying to remember who did what across a two-hour event.
  • Announced: the start and the end both go out to the whole server.
  • Run it from either side: events can be created, managed and ended in game or from the website dashboard, including while the admin running it is offline. Featured players can be added and removed from both.

Custom Races:

Descriptions: Admins of roleplay servers if given the permission by the host, can create custom races. This allows for roleplay admins to create their own new permanent races, or per wipe races ensuring it's not limited by the PVP servers list. An example usage of this would be creating quarter yasai race. There is plenty of customization that can be done for new races:

  • Race Name & Description: Admins can create new races with whatever name or description they want. Optionally, they can create a new race that is just a subclass of a previous race. Similar to Alien Gyren. By setting the race name as the same, but changing the class.
  • Stat Points & BP Modifier: Admins can modify the amount of stat points a race has, and set it's starting BP Mod. Leaving stat points blank automatically sets the race's stat points to 88 / bp mod.
  • Stat Bonuses & Modifiers: Admins can customize a races specialty by adding boosts, and they can also modify modifiers such as damage resistance, damage boost, energy drain and many more. They can also set static bp modifiers.
  • Passives: What passives does this race start with? They can choose from all the passives in the game.
  • Starting Skills: Admins can modify what skills a specific race starts with, whether that's the basic or advanced skills, they can choose any skill in the game.
  • Limit Burst: Admins can choose what limit burst a race starts with.
  • Custom Variables: Admins can set any number of starting variables for a race to start with, with all the variables in the edit sheet. They have access to any mob variable. An example of this use case is setting any number of starting values for a race, such as BP, or static battle power.
  • Appearance: Admins can set what icon and overlays a specific race starts with, this allows for truly unique and custom races. You can upload an icon, and upload any number of overlays. An example would be uploading a werewolf icon, then uploading a werewolf tail as an overlay.
  • Starting Skills vs Learnable Skills: starting skills are handed over at character creation. Separately, a race can have learnable skills — skills only that race can go and earn, placed into the game's own learn menus. Each one is put into either the normal Basic Learn menu, the Combat Points shop or the Special SP shop, at a price the admin sets, and that price overrides whatever the skill normally costs. It also overrides who the game thinks is allowed to have it, so a race can be sold a skill the game would never otherwise offer them.
  • Transformations: custom races can also have custom transformations, built with the transformation editor.
  • Runtime: All of this can be done at runtime, admins do not need to constantly reboot the server to edit races. The races show within 60 seconds of being added by admins in.
  • Player Viewing: All players can see the custom races, race balance changes, and any edits made by admins at the game website: https://play.dragonuniversegame.com/races

Admins no longer need to manually edit players and try to turn them into a different race, they can actually add the race into the game, and make it show in the race menu, or they can

Race Gifting:

Description: Hand a single player a single race, whether or not that race is switched on for everyone else, and whether or not they're online. It shows up in their race picker the next time they make a character and is spent when that character is finished. It lives on the race gifting page — which used to be the special reincarnation page, generalised, because gifting was never really about special races.

  • The problem it solves. A roleplay server usually runs with most races disabled and hands them out one at a time — you apply for a race, you write something, staff decide. Doing that used to be a pantomime: enable the race server-wide, hope nobody else grabbed it while it was open, wait for the right person to make their character, then switch it off again. Now you gift it to them and leave the race switched off.
  • Any race in the race builder. Not just the special ones. Enabled, disabled, custom, special — if it's in your race list you can gift it. Disabled races are grouped and marked in the dropdown, since those are the ones you'll be reaching for most.
  • They don't have to be online. The gift is stored against their account for that server, so you can process a stack of applications at three in the morning and everyone finds their race waiting for them.
  • One character's worth. The gift is consumed when the character is actually finished, not when they click the race — so a disconnect, a crash or a change of mind mid-creation doesn't burn it. Once they've made it, it's gone.
  • Gifts stack. Giving someone a second race adds to what they're owed instead of quietly replacing the first, so two staff members working through applications can't overwrite each other.
  • A gift beats every filter. A gifted race turns up in the picker even when the server has it disabled, even when it's hidden behind a rarity gate, and even when a race cap is in force. A host gifting a race has already made the decision — nothing else gets to take it back.
  • It's a log as well as a button. The same page keeps the history: who was gifted what and whether they've actually taken it yet, alongside the special reincarnation record — paid vs natural vs staff-forced, which race rolled, and whether the player took it or picked something else. So "did this person ever actually get their race" is answerable.
  • Rigging a special reincarnation is still there, separately, for when you want someone to win a special race the normal way rather than be handed one.

NPC Builder:

Description: NPCs can be created by admins. These specific NPCs are used for dialogue, shops, rank gifting or both. The NPCs can be customized by appearance, location, and requirements.

  • Appearance: Admins can modify the appearance of these NPCs by setting it's icon, name, description, and any overlays such as clothes & hair.
  • Dialogue: The NPC can support any number of dialogue chains allowing it to say anything the admin wants it to.
  • Shop: NPCs can hold shops, created by the shop builder. An example of this would be making a 'Saiyan Teacher' that teaches Saiyans specific skills. With the requirements option, the Saiyan Teacher can be configured to reject non saiyans, or even show them an entirely different shop. It supports if-and-else branches allowing for complex customizability.
  • Advanced: The NPC builder supports if-and-else branches as well as OR and AND branches. It also supports chaining actions, and adding things such as cooldowns. e.g. you can only talk to this NPC once an hour. An advanced use case of this is creating a Saiyan Teacher NPC, that shows a different dialgoue shop whether you are a normal Saiyan, or you are a half saiyan. You can combine any number of dialogue with shops, and other rewards. The NPC can also support other types of rewards that arent shops or dialogue, such as giving you a rank, calling a procedure, or even editing your variables to give you custom things. It can directly give you skills, or RP Abilities if you meet certain requirements.
  • Runtime: NPCs can be created at runtime from the admin panel, it will popup live at your desired location, you can also disable or delete NPCs. Allowing you to create Event NPCs that briefly dissapear.

Skill Builder:

Description: Hosts can now create their own skills without needing a developer. That ranges from a basic melee strike, a beam, a super beam or a projectile all the way up to advanced multi-effect techniques, built through drag-and-drop nodes rather than code. It is the biggest thing in this update, and the most involved.

  • Why it exists: every skill in the game used to be hand-written by a developer, which meant a server's move list was whatever we had shipped. Now it's whatever its host builds — which is what makes a server genuinely custom rather than a re-skin of the same game.
  • Rebalancing without waiting on anyone: a host who thinks a skill is too strong, too weak or wrong for their world can build their own version and hot-fix it live. Skills are data, not code — a save reaches the game within about a minute, with no compile and no downtime.
  • There is a learning curve, and we're not going to pretend otherwise. This is the deepest system in the panel and the first skill you build will take longer than you expect. The Skill Library below exists to shorten that.
  • Custom icons throughout: anything uploaded to the icon library can be used for the blast, the charge orb, the aura, the overlays and the effects — a custom skill doesn't have to look like an existing one. Sounds come from a built-in list, nothing to upload.
  • Per server or global, like everything else. Disabling or deleting a skill removes it from the players holding it and tells them, so a mistake is never permanent.
  • Beams have their own page — the same builder filtered to beam skills, for hosts who only want to make beams.

Building a Skill — the two modes:

Description: Simple mode for most skills, an advanced node mode for the ones that are really a sequence of things.

  • Simple mode: pick a type — melee, projectile, beam, AoE / field, self-buff, become-a-blast, bomb, overhead ball, entrapment — fill in its knobs, and add a list of on-hit effects for what happens when it lands. There are around eighty effects to pick from, covering damage, bleeds, burns, stuns, knockbacks and pulls, injuries, debuffs, explosions, transformations and more. Projectiles cover single shots, rapid fire, rings, homing, discs, sprays and overhead balls. Any type can have a charge-up, either a fixed wind-up or hold-the-key charging that scales the damage.
  • Self-buff skills are their own thing: a timed state with a glow, aura and countdown card, optional stat boosts, and reactions — when I land a hit, burn them, when I'm struck, strike back, when I dodge, heal. Stances, counters and reflect barriers all live here.
  • Advanced (nodes): a step-by-step program — find a target → dash to them → hit → repeat six times adding bleed → knock them away. Every node is a dropdown; nothing is typed as code. It's what you use for combos, two-stage skills, press-again-to-detonate, mines and turrets, summons, teleports, grabs, and projectiles whose impact runs a whole sequence of its own.
  • Mash barrages: the barrage skills people already know — catch someone, then how badly they get hurt depends on how fast the player keeps tapping — are a building block now rather than three hand-written skills. Hosts set the window, the hit-rate floor (so a macro can't out-hit a person), the time limit, and whether the finisher hits harder the better they mashed.
  • Written out in plain English: every built skill gets an automatic readable summary of what it does, in order, so a host can check what they made without reading the nodes back card by card.

The Skill Library:

Description: Roughly two hundred hardcoded skills rebuilt in the Skill Builder with no code at all — shipped with the panel so hosts have working examples to take apart rather than a blank editor. This is the answer to the learning curve.

  • What's in it: the Arale, Android 73, Legendary Yasai, Frost Lord, Saibamen, Vampire, Glorio and Bio-Android sets, the fighting style techniques, the rank techniques, a modern rebuild of the race skills, magic skills, and small examples that exist to show one idea each.
  • How to use it: hit + Add on a preset and it becomes an ordinary unsaved draft on your server. Rename it, change the numbers, swap the icons, save, enable. It's a starting point and not a link, so editing or deleting your copy later never touches the library.
  • Why it matters beyond convenience: these are proof the builder can recreate the game's real skills, which is the honest answer to "what can I actually make with this?"
  • Your own reusable starting points: any skill you build can be saved as a template, which then becomes a one-click button for making the next one like it.

Distributing Skills:

Description: Building a skill is half of it — the other half is who gets it, and that reuses the pickers already in the panel.

  • Shops — the main way it'll be used. A built skill is put in front of players by adding it to a shop with the Shop Builder, exactly like any other piece of content. Add it to the RP Shop so it's bought with Roleplay Points, put it in the Magic Shop, or hang it off a tree so it's something a character works towards rather than something they buy on day one. An NPC's shop works the same way — a teacher who only sells their techniques to the people who qualify for them.
  • Everywhere else a skill can be picked: custom skills appear beside built-in skills in the race, transformation, rank, NPC, shop and item pickers. Nothing needs telling about them separately.
  • Learn menus: give a skill a Cost To Learn, a Combat Points cost or a Special SP cost and it appears in the matching in-game shop like any other skill.
  • Direct grants: hand a skill to a named character or DU account straight from its own page — the quick way to give one person a technique for an event.
  • Items: a custom item can grant a skill while equipped and take it back when it isn't.
  • Reload Custom Skills (New Admin tab): re-fetch everything from the panel immediately instead of waiting for the next refresh, for when you're building and testing at the same time.

Disabled Skills:

Description: A list of skills a host wants gone from their server. Anything on it is stripped from every player who has it and hidden from the menus that would hand it out again. Optionally, instead of simply removing a skill, it can be replaced with another one.

  • Disabling: the skill is removed from characters that already have it, and it stops appearing in the Basic Learn, Combat Points and Special SP menus. It doesn't come back on the next login.
  • What it's for on a roleplay server: cutting the PVP skills a server doesn't want in its world — including ones a race would otherwise start with, which was previously impossible to prevent without editing every character by hand.
  • Replacing rather than removing: a disabled skill can name a replacement, and everyone who had the old one is given the new one instead.
  • What that's actually for: a host builds a rebalanced or reworked version of a hardcoded skill in the skill builder, then points the original at it. Everybody holding the legacy version is moved onto theirs in one step — nobody keeps the old one, and nobody has to be told to go and re-learn anything.
  • Per server or global, like everything else: one server can gut a skill list that another server keeps.

Icons:

Description: Hosts can upload any icon they want into the game and use it for anything — NPCs, bosses, race icons, event character looks, clothes, hairs, weapons, auras. The point is that a server no longer has to ask a developer to add an icon before it can use one.

  • Already stocked: every icon that exists in the game is in there, plus hundreds of community-donated ones. A host starts with a large library rather than an empty folder.
  • Add your own: upload anything on top of that — a body icon, a set of clothes, a hairstyle, a weapon, an aura, an overlay.
  • Used everywhere: once an icon is in, it can be picked from any icon field in the panel. There is no separate "register it here first" step for each system.
  • Global or per server: an icon uploaded globally works on every server, and each server downloads what it needs on its own.

Appearances:

Description: A saved look — a body icon plus overlays, clothes and hair combined into one preset — that can then be applied to anything, rather than being rebuilt every time.

  • What it's for: the same look reused across several NPCs, bosses or event characters. Build it once, pick it by name everywhere else.
  • What it holds: a base icon, any number of overlays with their own tints and layering, hair, clothes — with a live preview while you build it.
  • Where it's used: bosses, NPCs, event characters, races. Anywhere that asks for an appearance offers your presets.

Icon Selection — expanding what players can choose from:

Description: This is the one that changes how different two servers can look. A host groups icons into categories and serves them to players as things they can pick from — so the game's customisation stops being a fixed list decided by the developers.

  • Extending an existing picker: add clothes to the clothes category and every player using Choose Clothes now sees your extra clothing alongside the built-in set. The same for hairs, auras, and the other customisation menus.
  • Giving a race a choice of body: instead of a race being locked to one fixed base icon, a host can hand it a category to pick from at character creation. The demons, frost lords and aliens can be given far more to choose from than they ship with — and a brand-new race, say a werewolf, can offer a list of werewolf icons rather than a single look everybody shares.
  • Weapons and gear: add more sword icons and players can customise their swords and weapons from a much larger pool.
  • Why it matters: this is what lets servers look genuinely different from one another. A host expands the game's look themselves — no waiting on a developer to add their icons, no shared ceiling on what a server can be. It's the modding half of the sandbox.
  • Per server, with overrides: a server's version of a category replaces the global one, so one server's expanded clothes list doesn't leak into everyone else's.

The Login Screen Is Yours:

Description: The first thing anybody sees of your server is the title screen, and it used to be the same picture on every server in the game. A host now picks what it shows, from the same icon store everything else uses.

  • Where: the Login Screen page on the admin panel. Pick one or more images out of your icon store — the same picker as everywhere else, so anything you've uploaded is already there.
  • Pick several and it rotates. Every player gets one at random from the pool when they arrive, so a server can run a set of splash images — a different piece of art each time somebody logs in, seasonal art, art for whatever arc you're running — rather than one fixed picture.
  • It updates live. Changing the pool pushes to the running server from the panel; nobody has to reboot and you don't have to be in game to do it.
  • Per server, like everything else, and leaving the pool empty simply keeps the stock background.
  • This replaces the old change-the-login-background admin verb, which took one image and only the one.

Custom Buffs — Rage Mode, Quotes & The New Buff Menu:

Description: Custom Buffs are how a character gets their own power-up — the look, the aura, the moment it kicks in — and on a roleplay server they're doing a lot of the work of making a character theirs. They got their first real upgrade in years, and it lands squarely in RP territory: a second angered form, a line your character speaks when they power up, and a weapon that transforms with them. All of it is optional, off until someone turns it on, and purely cosmetic — none of it touches combat.

  • The editor is a real panel now. Building a buff used to be a chain of tiny pop-up lists, one question at a time. It's a single modern window — Identity, Appearance, Activation, Rage Mode and Power in clear sections, every row showing what it's currently set to. It scrolls, and it drags, so a player can shove it aside while previewing their look.
  • Buff icons come from your server's collection. Choosing a hair, aura, base icon, overlay or weapon skin asks where it should come from: the proper icon picker holding your server's library — everything you've uploaded and every category you've built, per the two sections above — or the player's own icon file, as before. Everything a host adds to the icon store immediately widens what players can build a buff out of.
  • Rage Mode — a second form for when they're angered. A buff can carry a completely different appearance for when its owner's rage kicks in: its own base icon, hair, aura, overlays and weapon, and its own quote for the moment it takes over. It swaps in when the rage does and swaps straight back when it passes. The "Phase 2" beat, without an admin having to stage it. Buffs without Rage Mode behave exactly as they always did.
  • Activation quotes. The line a character speaks the instant they power up — either spoken, like normal dialogue, or as an emote: italic, dramatic, in any colour they choose. Rage Mode carries its own second line. For roleplay this is the part worth pointing players at; a transformation with a catchphrase reads very differently in a scene.
  • The weapon transforms too. A buff can change the look of the weapon its owner is holding while it's active, and change it a second time for the angered form. It returns to normal when the buff drops.

Custom Items:

Description: A full item builder. Admins build their own weapons, armour, accessories and Z-Souls — what they look like, what they do to your stats, what skills they hand you, and what happens to them over time. It is the same idea as the transformation and passive builders: the numbers are yours, not baked into the game.

  • Identity: name, description, icon, and which slot it takes — weapon, armour, accessory or Z-Soul. Plus whether it's a custom weapon (its own overlay and attack multipliers), whether it stacks with other weapons or armour, and whether it can be stolen or dropped on death.
  • Stats and modifiers: the same broad set the other builders use — flat BP and BP multipliers, damage dealt and taken, melee and ki blast damage separately, speed, accuracy, reflex, knockback, energy and stamina drain, regeneration, absorb and more. It can also scale allocated stats, and make permanent changes to the character sheet if that's genuinely what you mean.
  • Variables: an item can set or change any variable on the character while it's held, so a server tracking something of its own can build gear that touches it.
  • Skills it grants: any mix of the game's built-in skills and ones you built yourself. They are bound to the item — take it off and they stop working, and a skill the player already had for another reason is never taken away with it. Custom skills are locked rather than deleted, so their mastery and hotbar slot survive.
  • Passives it grants: an item can hand over passives too, from the passive builder or the game's built-in ones. They come off with the item.
  • A whole fighting style: an item can grant a fighting style on top of the one you trained — a weapon that teaches its own way of fighting rather than making you forget yours. Its skills and passives come with it, and everything in the game that asks "do you have this style?" says yes while the item is on.
  • Price and the science menu: items can carry a price, be blueprintable by androids, and be scrapped back for part of their value.
  • Wear and repair: gear can degrade with use, sit in condition bands that change how well it performs, and be repaired — or wear out permanently.
  • Runtime: like everything else, built and edited live. No reboot.

Item Forms & Enchanting:

Description: A single item can have several forms — different versions of itself, each with its own name, description, icon and stat changes. It's one item on the character, wearing one of its forms at a time. This is what enchanting is built on, and it's worth understanding before the magic side makes sense.

  • What a form overrides: a form only states what's different. Everything it doesn't mention is inherited from the item itself, so a sharper version of a sword doesn't have to restate the whole sword.
  • How a player gets into one: each form says how it's reached.
    • Default — the form the item starts in.
    • Free — the player can switch into it whenever they like. Good for cosmetic variants, or armour that comes in Light / Medium / Heavy and lets the wearer choose.
    • Requirements — switchable, but only by someone who meets the conditions you set.
    • Locked — not switchable at all. The only way in is enchanting.
  • Enchantable: tick this on an item and give it at least one Locked form, and the item can be taken to an Enchantment Table and upgraded into that form. Both halves are needed — an item marked enchantable with no locked form has nothing to become, and a locked form on an item that isn't enchantable is unreachable.
  • The cost: enchanting spends Mana and an Enchanting Shard. Each form can set its own mana price, or leave it blank to use the server's default.
  • Gating an upgrade: a locked form can require an unlock the player has to own first — handed out by a spell, a tree item, a shop entry, an NPC or a reward bundle. So a host can make the last stage of a weapon something you earn the right to, not just something you pay for.
  • Chains, and branching them: enchanting moves you into the next locked form after the one you're wearing, which is all a single upgrade path needs. An item with more than one path — armour with separate Light, Medium and Heavy chains — has each locked form name which form it grows out of, so a fully-upgraded Light suit doesn't wander into the Medium chain.
  • Switching branches costs you the work: on a multi-chain item, moving from one tier to another drops the upgrades, because they're different forms and you can only wear one. That's a real decision rather than a free respec, and every form that behaves this way says so in its own description.
  • Only custom items enchant: the hardcoded weapons can't carry forms, which is why the science menu sells the custom versions of the sword, axe, hammer, energy blade and armour.

Science Items — Prices, Icons & Gates:

Description: The Science / Build menu used to be fixed. Every buildable item had one price, baked into the game, identical on every server, wearing the one sprite it shipped with. All three of those are now the host's to decide, per server, on the Science Items tab of the tree builder.

  • Custom icons: any science item can be given a different sprite on your server, picked from anything in the icon library. It's an override, not a replacement — leave it blank and the item keeps the look the game ships with. This is the one roleplay servers care about most: a server no longer has to use our art for its technology, so a medieval or magic-themed server can make the whole build menu look like it belongs to that world without asking a developer for anything.
  • Where the new icon shows: both in the Build / Science menu and on the object a player builds from then on. Things already built keep the look they were built with — re-skinning isn't retroactive, on purpose.
  • Custom prices: set what each item costs on your server. Leave it alone and it charges the build's default, so a server that likes things as they are changes nothing.
  • More than one currency: a price isn't only Resources any more. An item can cost Resources and Z Points, or Saga Tokens, or Achievement Points, or Roleplay Points, or any custom currency you've defined yourself — or several at once. The menu shows the player the full price before they commit.
  • Exactly what you typed, or not: by default the Intelligence and perk discount curve still runs on top of your number, the same as it always has. Turn that off and the number you wrote is exactly what the player pays.
  • Requirements: an item can be gated on more than a wallet — race, achievement, organization rank, era or season, a starter kit, or any player variable, using the same requirement builder as NPCs and shops. A player who fails is told in plain words what they're missing, rather than clicking something that does nothing; a host who'd rather keep the surprise can hide locked items instead.
  • Removing items: the old Illegal Science list is still there as a checkbox per item, so a server can take buildable technology out of its world entirely.
  • Your own items in the build menu: an item you built yourself can be sold in the Science menu too — give it a price and tick the option, and it lists beside the built-in weapons and armour. That's how the custom sword, axe, hammer, energy blade and armour that enchanting needs get there.
  • Per server, with a master switch: everything here is per server and inherits from a global default until that server saves its own copy. There's a single toggle that reverts prices, gates and icons to what the build ships with, without clearing anything you set up — a panic button if a change goes wrong mid-event.
  • Reload Science Pricing (New Admin tab) pulls the panel in immediately, and a preview verb prints exactly what you'd be charged for an item and whether you pass its gate, so a change can be confirmed without hunting for the money.
  • You don't have to leave the game for the common jobs. The Manage Science Items verb (RP Admin tab) does the everyday half of this panel in game: see what's enabled, what's disabled and what everything costs, search it, flip items on and off, set a price, and add your own items to the Build menu. Requirement gates, extra currencies and icon re-skins stay on the website.

Magic — Mana & the Magic Meter:

Description: Magic used to be a box of utilities — telepathy, enchantments, summoning, the occasional ritual — with effectively nothing you could fight with. The rework gives magic real combat skills, and that is the reason it now runs on two resources instead of one: one you invest in and spend on things, and one you spend while casting. A magician can now be a way of fighting rather than a set of side tools.

  • Mana is a currency, and an investment in your character. You buy it with RP Points in the RP Shop, it's saved, and it survives death and relogs. Putting points into mana is a character path you take — the same shape as a technology player pouring their points into Study Points, or picking a fighting style. Those are the same RP Points that could have gone into BP or Ki, which is what makes a magician somebody who committed to being one rather than somebody who waited.
  • What mana buys — things. Enchanting shards, enchantment tables, crystal balls, teleportation circles, charms, materialised gear.
  • And magic skills themselves. A shop or magic tree entry is priced in whatever variable the host points it at, so a magic skill can cost RP Points, mana, or a combination of both — and the combination is the shape to aim for: the investment that made your character a magician is also what buys them things to cast.
  • The Magic Meter is a combat bar, 0-100%. It powers casting — any skill flagged as magic — and it refills by charging (converting Ki) or slowly by standing still. It doesn't persist; it just comes back. The bar is the same size for everyone, but what a cast takes out of it is scaled by the race's magic proficiency (the magic meter modifier a host sets per race — a gifted race casts cheaply, a hopeless one pays through the nose) and by the focus they're holding.
  • Every rate is yours to tune. How much the bar gains per charge tick, how much Ki a charge tick burns, how often those ticks come, how fast it creeps back standing still or meditating, the server-wide cast-cost multiplier and the staff discount — all plain server settings on the Server Settings page, per server.
  • The rule of thumb: Mana buys nouns. The Magic Meter powers verbs. Spending one never touches the other.
  • Caps are yours to set. Out of the box mana has no ceiling. Any shop entry can carry a requirement on any variable, so a host who wants one puts something like mana < 5000 on the entry that sells mana — that requirement is the cap, and you pick the number.
  • Mana doesn't regenerate. It comes from RP Points and nowhere else — that's what keeps it an investment rather than a matter of waiting. The thing that comes back on its own is the Magic Meter, which is meant to.
  • The one bridge between them is a potion: bought with mana, drunk to restore your Magic Meter. Deliberately a consumable with a cooldown rather than an exchange rate — and there is deliberately no Mana potion, since that would print currency.
  • Race proficiency: each race has a mana modifier (how much mana it gets per RP Point) and a magic meter modifier (how cheaply it casts). A race can be brilliant at magic, average, or completely unable to invest in it.
  • Gear proficiency: equipped items can carry a magic cost multiplier that makes casting cheaper. Your best single focus counts — carrying five staves is not five discounts, it's one.
  • Where the bar comes from: the Magic Meter shares the same HUD slots as the other special bars (Blood, Fury, Rage and the rest), so it appears the moment you own a magic skill and never costs a slot if you don't. If you'd rather see it earlier — or never — Stat Focus has a Magic Meter switch that overrides that either way, and your answer sticks. It's in the Stat Focus panel on the modern interface and in the Stat Focus verb on the classic one.
  • Filling it — four ways, and they're deliberately a ladder:
    • On its own. The bar always creeps back up, wherever you are and whatever you're doing. It's slow, and it costs a trickle of Ki. You don't have to do anything.
    • Meditate. Several times quicker than the trickle, and it costs no Ki — you're paying with the time and by standing still. This is the out-of-combat refill.
    • Charge Magic. Hold it and pour Ki straight into the bar, fast, anywhere, including mid-fight. This is the one you want when you're actually casting under pressure, and it's the expensive one. It's the cheapest thing in Witchmaster on the magic tree — think of it as the entry fee for fighting with magic rather than a spell.
    • A Magic Meter potion. Bought with mana, drunk for an instant top-up (or a regen over time). The only bridge between the two resources.
  • Hosts can switch the automatic trickle off entirely (a feature toggle on the Server Settings page) if they'd rather the meter only came back from meditating and Charge Magic.

Making a Skill Cost Magic Meter:

Description: How a host turns any skill into a magic skill. It's a flag plus a price, and the price has three options — one of which works out the number for you.

  • In the skill builder, a custom skill has a Magic skill flag and a Magic Meter cost. The flag says the skill draws on the bar at all; the cost says how much it takes.
  • The three cost options:
    • A number from 1 to 100 — a flat percentage of the bar. Because it's a percentage rather than a flat amount, the cost means the same thing to every character.
    • -1 — work it out from the skill's own Ki cost. The magic price then tracks how expensive the skill already is: a cheap skill costs little magic, a planet-buster costs a lot, and you never price them one by one. This is the option to use when a whole shop or tree is magic, and where skill levels are switched on it scales with the level too.
    • 0 — free to cast. The skill still counts as magic for everything that keys off it — gear focus, race proficiency, the magic tab — it just doesn't take anything out of the bar. Useful for a flavour spell, or for a server that wants magic without a resource behind it.
  • Hardcoded skills too: the built-in magic skills (the binds, the Planet Eater abilities, telepathy, imitation) can't declare a cost themselves, so they read from one server setting — a single default percentage that moves all of them at once, with a few individually tuned where they'd otherwise be unusable.
  • The whole bar is optional. With the Magic Meter switched off, magic skills simply cost nothing extra and still work — so a server that wants magic flavour without a combat resource behind it just leaves it off.
  • Casting cost can also be scaled server-wide with a global multiplier, and per race and per item as above.

Magic Content — what was reworked:

Description: Nearly every piece of magic in the game was rebuilt to run on the systems above, so a host can price it, edit it, restrict it or switch it off.

  • Enchantment Tables — placed by a player, and where gear is upgraded into its locked forms. See Item Forms & Enchanting above; enchanting spends mana and an Enchanting Shard, which is itself a spell.
  • Crystal Balls — placed and looked through.
  • Teleportation Circles — placed from a kit.
  • Healing Circle — a placed circle that heals.
  • Magic Potions — brewed rather than bought off a shelf. Health, Energy and Magic Meter potions, each in Small and Large, and each in two flavours: an instant one you hold a key to drink, and a regeneration one that restores over time. Twelve in total, every one individually priceable and switchable, with host-set restore amounts, durations and cooldowns.
  • Monster Creation — summoning.
  • Conjure and Materialisation — Materialisation is a picker: one spell offering weights, a weapon, an axe, an energy blade, a hammer and armour, each with its own mana price. They're the custom-item versions, which is what makes them enchantable.
  • Create Amulet, Mending Field, Liberation Chant, Hell Bind, Magic Bind, Life Drain Burst, Imprisonment Ball, Telepathy and Imitation.
  • Charms and base defence — Locking and Unlocking Charms (a break-in kit), plus Reinforce Walls, Mend Walls and Ward Barrier for defending a base.
  • Veil — invisibility with a price on it. Vanishing costs mana every time; reappearing is free, deliberately, because a player who spent their last mana vanishing would otherwise be stuck invisible with no way out.
  • A handful of magic combat skills — Mind Snap, Absorption Grip, Darkness Mist, Magic Finger Beam and Magical Kiai — sitting in the tree as examples. They exist so the tree isn't empty and so there's something to copy the shape of; expect to replace them with your own.
  • Refunds: if a spell can't actually do anything — no door in reach, cancelled at a prompt, the thing it targets is gone — the mana goes back. "It did nothing" always comes with a refund.
  • Where magic comes from is your call. Out of the box these are unlocked rather than bought with skill points — through the magic tree, a shop, a reward, or a host handing one over — which keeps magic something a character pursues. Nothing stops you doing it differently: put a basic spell in the Learn menu so anybody can pick it up, sell the lot in a shop, gate it behind a rank or a race. How a skill is obtained is a setting you control, not something baked into the skill.

The Magic Tree:

Description: The Magic tab is a shop tree, built with the same tree builder as everything else — so it isn't a fixed list a host has to live with. It arrives stocked rather than empty, which is the difference between installing it and having something to look at.

  • It's just a tree: install Magic Tree from the Tree Library and tick Enabled. From there it's an ordinary tree — add anything, remove anything, reprice anything, add your own categories. Anything you can put in a shop you can put here.
  • It installs disabled, on purpose: installing something should never put it live on a running server mid-session.
  • It ships stocked with six schools, already priced: Enchantment, Spell Scribe, Alchemy, Witchmaster, Transmutation and Conjuration — every reworked spell, charm, potion and magic skill sorted into one of them.
  • The stock catalogue is an example, not a recommendation. It exists because an empty tree tells a host nothing — this way there is a working, priced tree to look at, take apart and learn the shape of. Every price, every category and every item is meant to be changed or thrown away. Reset to default puts the shipped set back if you want to start over.
  • Items are marked hide when owned, so a spell somebody already learned drops off their list instead of inviting a second purchase that does nothing.
  • Witchmaster sells passives too. Three of its stock items aren't spells but permanent passives — Quickened Focus (Charge Magic fills the meter 10% faster), Efficient Casting (every cast takes 15% less out of the meter) and Steady Channel (charging burns 20% less Ki) — priced in RPP and mana together, which is the shape the whole magic economy is built around: the points that made you a magician also buy you the craft of being one. Installing the Magic Tree adds those three passives to your server on its own, so the nodes work the moment the tree is switched on; they're yours to reprice, swap for the stronger versions in the Passive Library, or delete.
  • Two prices, not one: the tree item costs RPP once, to learn the spell. Casting it costs mana every time, and that price lives on the spell in the Spell Library rather than on the tree item. This trips people up, so it's worth being blunt about.
  • Manage Magic Tree (RP Admin tab): the same tree, editable in game. Browse the categories, add or remove items, and change an item's RPP cost or skill-slot cost in place without removing and re-adding it. The quick way to fix a price mid-event rather than walking to a browser. Its Technology twin, Manage Tech Tree, works identically.
  • Peeking: players can look inside a locked category before paying to unlock it, if the host allows it — on by default, and switchable.

Shop Builder:

Description: We have implemented an extremely advanced shop builder which can be used to create any number of shops with any number of items inside, any number of requirements, and any currency of your choosing. It is used to create the current RPP Shop, but it can also be used to create Z Point Shops, Resource Shops, and many other shops.

  • Shop Items: Admins can add any number of shop items to the store, this can be skills, items, technology, science or anything. They can also add a completely custom shop item, such as 'Starter Kit', and directly modify what it gives, from direct variable edits, skills or items. Shop items can give you multiple things at once. For example if an admin added. Get Starter Kit' to the shop, they could configure it to give you +5000 BP, +2000 Energy, Fly Skill, Toss Skill & Dash Attack, and set the cost to 0 RPP. This allows for admins to create bundles in shops. They can also set it to be purchaseable only once.
  • Rewards: Rewards are the things you get when you successfully buy something in a shop, in normal cases these are single skills, or items. In more advanced cases they can be a conversion between currencies such as buying Z Points for RPP, buying passives or calling advanced procedures or even editing variables on your character. It's made extremely advanced on purpose so server hosts have creative freedom to do anything. Admins can use this to add PVP currencies such as combat points, z points, and anything else to the shop. Including power rank, EXP, skill mastery and various other things.
  • Visibility: Admins can decide whether this shop shows up as a verb on a character such as: 'RP Shop', or more advancedly they could use the custom NPC builder to make it only show up when you interact with a specific NPC. This could be used to create event shops, merchant shops, weapon shops and many other things.
  • Shop: Allows admins to create any number of shops whether RP shops, tech shops, or magic shops.
  • Runtime: All of this can be done at runtime, does not require the game to be rebooted, admins can edit it live, and new shops can popup or remove on players screen.
  • The RP Shop ships as a one-click install in the shop library rather than arriving pre-installed. Because it's highly complex it allows for a 'Quick Add' button to mimic the previous adding to RP Shop functionality.

Shop Tree Builder:

Description: This is a variation of the shop builder. It allows you to create categories and sub categories, that players can unlock for any currency of your choosing. Example of this include magic tree, and tech tree. They now use a unified system. The technology and magic trees ship as one-click installs in the tree library. Similar to the shop builder it can do more then just add things to magic or tech tab it supports all the customizability of the shop builder and more. It can be used to make skill trees, or various other things.

  • Categories & Sub Categories: Admins can create any number of categories and sub categories in any given tree.
  • Multiple: Admins can create any number of shop trees, and whether they have a verb or belong to an NPC or anything else.
  • Presets: The library carries the two stock trees — technology and magic — ready to install untouched or edit after installing.
  • Modes: Supports quick add options and a simple mode. It also supports an advanced mode that allows for extreme customizability.
  • Shop Items & Rewards: It supports all the customizability of the shop builder, allowing for chained rewards, bundles, and any number of items.

Starter Kits:

Description: A named bundle of everything a character should start with — or be handed at a moment — given out in one action instead of ten. Built in the starter kit builder, and now buildable in game too.

  • What goes in one: items, skills, custom items and custom skills, stat changes (set, add, subtract, multiply or divide any variable on the character), reward bundles, RP abilities, passives, fighting styles, mutation choices, and calls into anything else the admin console can do. A kit is just an ordered list of those steps, so anything the console learns to do later a kit can hand out the same day.
  • What it's actually for: a roleplay server's "you've been accepted, here's your loadout". Approving somebody for a rank, a race or a faction usually means giving them six different things and setting two numbers, and doing that by hand is where mistakes and favouritism creep in. A kit makes it one click that is the same for everybody.
  • Handed out by everything. A kit isn't only an admin tool — it's a reward kind, so a kit can be paid out by a reward bundle, by an NPC conversation step, by a shop or tree purchase, by an RPP milestone, and by the dashboard's Player Actions and Quick Actions. Build the bundle once and hang it off whichever of those fits.
  • Requirements: a kit can carry the same OR-of-AND requirement gate everything else uses, so a kit given out indirectly only reaches the people who qualify. An admin handing one over by hand deliberately bypasses that gate — you picked this kit for this person on purpose.
  • Given out on its own. A kit can be set to hand itself over the moment a character is created, with nobody involved at all. Its requirements are the gate, so "every new Puranto starts with this" is one tick plus one race requirement — the race is already chosen by the time it runs. Leave the requirements empty and every new character on the server gets it, which is the plain "here's what you start with" case. It only ever applies to new characters: ticking it doesn't reach back through people who already exist, and there's a server switch to turn the whole behaviour off.
  • One per character, if you want it: the game remembers which kits a character has received, so a requirement row can ask "have they already had this one?" and stop it being claimed twice.
  • Switched off means gone: a disabled kit disappears from the give panels as well as from every indirect route, so there is no way to hand out a kit you've retired.
  • In game: Give Starter Kit (New Admin tab) and the Give / Spawn panel both hand one over, showing how many steps each kit applies. And the new Manage Starter Kits verb builds them — see the admin verbs section.

Server Whitelist:

Description: A much harder lock than the hub's Public/Private toggle. Private only hides a server from the listing — anyone with the direct address can still connect. The whitelist controls who's actually let in, and it's off by default on every server.

  • Turn it on and only a DU account on the list (or a server admin) can play at all. Everyone else is disconnected the moment their account is checked, before they've made or loaded a character.
  • This server's own list, and only this server's. No shared or global whitelist — nothing added here reaches, or is reached by, any other server.
  • Admins always get through, whitelist on or off — you can't lock your own team out by turning it on.
  • Managed from the host's My Server page, or in game with the level-4 Manage Server Whitelist verb — add or remove accounts, and flip the switch, from either. The standalone Toggle Server Whitelist verb is the quick on/off, and makes you type the command's name back before it goes through, since turning it on can disconnect everyone currently online who isn't on the list.
  • Replaces the old Whitelist_Server() / Add_Key_To_Whitelist() verbs, which gated raw BYOND keys with no warning, no persistence, no way to remove an entry, and a well-known habit of locking the host out of their own server.

Custom Admin Levels:

Description: Build a named admin role out of exactly the verbs you pick, and hand it to a DU account or a BYOND key. Whoever holds it can fire exactly those verbs — nothing else — whatever their real admin level is, including no admin level at all.

  • The problem it solves. Giving somebody admin now runs on their authenticated DU account rather than the old "type a key" verb, which is right for a real admin level — but a real level hands over everything at that tier. A host who wants a mini-mod who can only ban, mute, kick and teleport had no way to do that short of a full admin level, which comes with a hundred verbs they never asked to hand over.
  • Pick from anything, legacy admin verbs and the modern registered ones alike — Ban, Mute, Kick, Teleport, Summon, whatever the role needs. Nothing above level 4 is offered: a host can't hand out more than their own ceiling.
  • One consolidated tab. A real admin's verbs are scattered across Admin, RP Admin, New Admin and wherever else they were registered. A custom admin role doesn't work that way — everything it grants shows on one tab, named after the role itself when someone holds exactly one (give somebody the Moderator role and they get a Moderator tab). No hunting through tabs meant for a full admin.
  • New statpanel only. A role never touches the legacy verb list, so it grants nothing through the chat command palette or the legacy right-click menu — the consolidated tab is the only door.
  • Manage it from either side. The Manage Custom Admins verb in game (level 4+, RP Admin tab), or the Custom Admins card on your host panel — same roles, same holders, either one edits the other within a poll. Create a role, add verbs from a searchable picker, and give it to a DU account or a BYOND key from whichever is in front of you. The in-game picker always has every eligible verb; the panel's picker fills in once the server has reported its verb list at least once (right after it boots).

Support Tickets — Help Requests & Applications:

Description: A proper in-game support system, and the thing that finally closes the loop: a player asks for something from inside the game, staff answer it on the website, and the answer comes back into the game. Nobody has to leave what they're doing. This replaces the old help-request and application setup, both of which made the player go to a website and neither of which ever told them they'd been answered.

  • What a player can send: a help request, a bug report, a suggestion, a report about another player, or an application. One button covers all of it.
  • Where they find it: one button — Support Hub, under the Other verb tab and in the Settings menu, because that's where players actually look for "contact staff". There used to be two verbs sitting next to each other and picking the right one meant already knowing whether your problem belonged to this server or to the game itself; now the panel just asks that first, and every route opens the same place.
  • It's all one panel now. Writing a ticket, answering an application, replying to staff, choosing who you're reporting — all of it happens inside the support window, in a proper multi-line box you can actually write a paragraph in. The old chain of grey system pop-ups that stole focus, one question at a time, is gone. Anything you'd have pasted as an attachment link just goes in the write-up with its context.
  • Reporting a player survives them leaving. You pick who you're reporting before you write anything, and the report still goes through with the right name on it even if they log out while you're typing.
  • My Tickets: everything they've ever sent, your replies underneath, and a green dot on anything new. They can keep replying until it's actually sorted, rather than firing something into the void.
  • Answering: on the website's Support console. Filter by kind, by status, or search the text; open a ticket and type a reply and it reaches the player in game within seconds, flashing their Help tab so they notice. If they're offline it's waiting for them next time they log in.
  • Internal notes: staff-only comments on a ticket that are never sent to the player and never reach the game — for the "we've talked about this one before" context that shouldn't be part of the conversation.
  • Statuses that mean something: open, in progress, resolved and closed for ordinary tickets, plus accepted and declined for applications. Changing the status tells the player, so an accepted application actually reaches the person who applied instead of sitting on a panel nobody reads.

Applications:

Description: A host puts up an application for anything they want people to apply for — a rank, a race, a staff position, an event character — and players apply from in game.

  • You write the questions. This is the real change. Instead of one box and a hope, a form asks exactly what you want to know and the answers come back as separate labelled fields. Questions can be a short answer, a paragraph for the long roleplay writing, or a pick-one from options you set.
  • Or don't write any. A form with no questions is perfectly valid and gives the player one free-text box — the classic "write me your application" that roleplay servers have always run on. Kept on purpose rather than forcing you to invent a question.
  • Slots: cap how many you'll accept, and the form stops being offered in game once it's full. Zero means unlimited.
  • One application per player, enforced properly — the same person can't spam the same form.
  • Open / closed: untick a form to take it out of circulation without deleting it. Deleting one keeps the applications already sent to it, so your history stays readable.
  • Applying for a rare race: build a form for the race, take applications, and hand the race to whoever you pick using race gifting — the gift beats every filter, so the race can stay switched off for everyone else. That's how a roleplay server keeps its rare races rare, and it means you decide who gets one rather than a rule doing it.

Support Tickets — Discord & the off switch:

  • New help requests, bug reports, suggestions and player reports post to your Admin Help webhook and ping your admin role, so a request doesn't wait for someone to happen to check the panel.
  • New applications post to your Applications webhook, falling back to the admin help one if you haven't set a separate channel for them.
  • Staff replies post without a ping, so the rest of your team can see a ticket is handled without being pulled in.
  • Both use the Discord webhooks you already set for your server. No webhook set means no Discord post and nothing breaks.
  • Turn Support Tickets off in server settings and your server's side goes away — My Tickets and the application forms disappear, for a host who'd rather run support through Discord and doesn't want a half-used inbox sitting in the game. The Support Hub button itself stays, because it is also the only way to reach the Dragon Universe developers, and with tickets off it simply opens straight onto that side instead of telling the player support doesn't exist.
  • Separately, the in-game menu also offers the Dragon Universe developer inbox, which is a different thing from your server's own staff and stays available either way — the menu asks which of the two the player means, up front.

Character Profiles:

Description: A page each player writes about their character, that anybody can read.

  • Edit Profile (Other tab) — the player writes it, in markdown: headings, bold, italics, quotes, lists and links all work, and line breaks are kept.
  • Colour works for everyone — [color=purple], any hex colour, or [glow].
  • View Profile (Other tab) — read anyone within sight. The panel shows their icon, name, age and their writing.
  • Also on right-click a player on the map, which is how most people will open it.
  • HTML typed into a profile is shown as text and does not run, so a profile can't do anything to whoever reads it.
  • Host controls: the whole system has an off switch, and a separate switch for whether players can edit their own. Turning editing off leaves every profile readable but frozen — which is what you want if profiles are something your staff writes and hands out rather than something players fill in.

Emote Logs:

Description: Admins can now see emote logs they can filter by player, day, DU account and many more. They can also see relevant details about an emote for example, how many people saw the emote, length and various other details. Admins can optionally, even reward players for emotes such as giving them RPP, skills or any other boosts. That the player would recieve next time they login, or if they are online, right while they are playing.

  • Admin Viewing: Admins can view all emotes from all players in an easily filterable menu by day, DUAccount, byond account or character.
  • Player Viewing: Players can see any of their own previous emotes.
  • Rewards: Admins can optionally reward a player for an emote straight from the log — RPP, a skill, an item, a reward bundle or any other boost. If the player is online they get it there and then; if not, it's waiting for them next time they log in.

Roleplay Points (RPP):

Description: A rework of the RP Points system rather than a new one. RPP has always been the currency you earn for roleplaying, but every rule around it used to be hardcoded — how much each chat type paid, what stopped people farming it, and what happened when you hit the cap. Several of those rules were also quietly broken: the cap never actually reset, so once a player hit it they banked at half rate until the bank filled and then earned nothing, permanently, with no message telling them why. All of it is now yours to configure per server in the roleplay settings, and the parts that were broken work.

  • Three separate numbers: RPP is not one value. RP Points is what you currently have to spend. Passive RPP is a lifetime progression track that only ever goes up — it is what unlocks fighting styles, mutations and milestones, and spending points never sets it back. Daily RPP is how much you have earned this period, and it is the only one measured against the cap. Keeping them apart is what lets a host make progression faster without making the currency easier to farm, or the reverse.
  • Lifetime record: a separate honest total of everything a character has ever earned, never scaled by any multiplier, so it stays a true record for comparing players.

RPP Sources:

Description: Every chat type that can pay RPP is its own row you turn on and tune. Nothing about what a source pays is fixed any more.

  • The sources: Say, Shout, Whisper, Think, Emote and Telepathy. Each can be switched off entirely.
  • Earn rate: set how much a source pays and how it is counted — per character, per word, or a flat amount for any message at all. A live example under each row shows what a typical 120-character emote would earn with your current numbers, so you are not guessing.
  • Max per message: the most anyone can earn from a single message. This is the difference between "long roleplay is rewarded" and "somebody pastes an essay and empties the daily cap in one go".
  • Minimum characters: messages shorter than this earn nothing. Spaces are not counted toward it, which is what stops people mashing the spacebar for points.
  • Cooldown: how long a player waits before that source pays them again.
  • Repeat blocking: re-sending the same text earns nothing.
  • Grant log: a live feed of who earned what, from which source, and the actual text they wrote — searchable and filterable by player or source, with history. Anything that hit your per-message ceiling is marked, showing what it would have paid, so you can tell at a glance whether a cap is set too low.
  • Global default: level 5 admins can set a default every server inherits until that server saves its own settings, and any server can drop its own settings to go back to inheriting.

RPP Cap & Reset:

Description: The daily cycle, and what happens to points earned above it.

  • Daily cap: how much a player can gain in one period. Starts at 50.
  • Reset period: how many hours a period lasts. 24 by default, but it is just a number.
  • Cap growth: the cap can grow every reset — 50 means 50, then 100, then 150 — with an optional ceiling where the growth stops. Set growth to 0 to keep the cap flat forever.
  • Overflow storage: instead of losing everything over the cap, players can bank it. You set the rate it banks at (half by default) and the most the bank can hold. At the next reset the bank pours back in, filling up to that period's cap and keeping the rest for next time — so nobody starts a day at zero after a big session.
  • Nobody is punished for logging off: a player who was offline through a reset applies it the next time they are seen, so a bank is never lost by not being online at the right moment.
  • Progression rate: a separate multiplier on Passive RPP only. Doubling it makes fighting styles, mutations and milestones unlock twice as fast without changing what anyone earns to spend, or their lifetime record.

RPP Milestones:

Description: Part of the RP Points system, and the replacement for the old hardcoded passive-RPP progression. It is a ladder you author: "when a character reaches this much passive RPP, do these things." The old system had two fixed events buried in code at two fixed numbers. This has as many rungs as you want, at any numbers you want, doing anything the game can do.

  • Anything, not just mutations: a rung's actions are the same list used by the admin console, Player Actions and starter kits — change a stat, give an item, a skill, a starter kit, a reward bundle, a passive, a fighting style, or bank a mutation choice. Anything added to that list in future works here automatically, with no update to this system.
  • Example — fighting styles: the old rule was a fixed passive-RPP number that opened the fighting style picker. You can now put that at 250, or 5,000, or make it three rungs that each unlock a different set of styles, or skip it entirely and hand fighting styles out some other way.
  • Example — mutations: the old system opened a mutation prompt at a fixed threshold. Now a rung banks a mutation choice at whatever number you like, as many times as you like.
  • Example — anything else: a rung at 1,000 passive RPP that grants a rank, an item and a reward bundle together, and announces it. A rung that quietly adds a passive with no message at all. A rung that fires a proc.
  • Message: what the player is told when a rung fires. Leave it blank and it fires silently.
  • Once or repeating: rungs are once-only by default, and that is tracked on the character rather than by the RPP number — so a player who loses points, or whose threshold you lower later, is never paid twice. A rung can instead repeat, at most once a minute per player.
  • Undoing it: one admin verb clears a player's milestone history so every rung they qualify for pays again, and changing a rung's id re-arms it for everybody — the escape hatch for "I set that up wrong".
  • Order: when a player crosses several rungs at once they fire in threshold order.
  • Completely tunable: none of the numbers, rewards, messages or conditions above are fixed anywhere in the game. There is no default ladder you are working around — you build the entire progression path your server has.

Passive Builder:

Description: Passives are always-on effects a character carries — there is nothing to switch on, if the character has it, it is working. Admins can now build their own, and a passive is the building block the mutation and fighting style systems are made of.

  • Identity: name, description, icon, and which group it shows under in the player's passive list. It can also be marked hidden, so it works but never appears — for invisible machinery.
  • Combat modifiers: around thirty live numbers — flat BP and BP multipliers, damage dealt and taken, melee and ki blast damage separately, powerup gain and caps, regeneration, accuracy, reflex, speed, knockback dealt and resisted, energy and stamina drain, stamina recovery, absorb, ability ki cost, how hard you are to hit, movement and attack speed, bleed taken, and how long stuns last on you. Editing any of them updates every player who has the passive within about a minute, with no relog.
  • Magic levers: three of those numbers are about the Magic Meter — how fast Charge Magic fills it, how much a magic cast takes out of it, and how much Ki charging burns. That is how a server makes "being a magician" something you can get better at rather than a flat state. The Passive Library ships a Magic group ready to add: Quickened Focus and Arcane Conduit (10% / 25% faster charging), Efficient Casting and Mana Weaver (15% / 30% cheaper casts), Steady Channel and Inner Wellspring (20% / 40% less Ki per charge tick) — pick the numbers you like and change them.
  • Stat scaling: scale an allocated stat and its modifier together — "your Strength counts for 10% more". Applies while held, stops when it is not.
  • Permanent stat changes: directly write a number onto the character sheet — add, subtract, multiply, divide or set. Applied once when they get the passive, and taken back if it is removed, disabled or deleted.
  • Stacking: two passives that each give +10% damage combine the same way two transformations do.
  • Who can learn it: races, classes, fighting styles and a minimum power rank — and passives can be made buyable in the Combat Points shop for a cost you set.
  • Granting: hand a passive to a race, a fighting style, a rank, an item, a reward bundle, or a single player.
  • Selling them: a passive is an ordinary reward, so any shop or any tree item can grant one — at whatever price you set, in whatever the shop's currency is, RP Points, mana, a combination, anything. A passive a player buys is theirs: it's written to their save and comes back on every login and every reboot, exactly like one granted by their race.
  • Master toggle: hosts who want none of it can switch the whole builder off.

Mutations:

Description: Mutations are permanent traits a character unlocks and keeps. They are now built on the passive builder — a mutation is an unlockable permanent passive, flagged to appear in the mutation menu — so every one of them is fully editable by hosts instead of being a fixed, hardcoded effect nobody could touch. Anything a passive can do, a mutation can do, which is a far bigger set than the old ones ever had.

  • Fully tunable: the default mutations all still exist, and every one of them is now yours — rename it, retune its numbers, change what it does entirely, restrict who can get it, add your own, or delete it. Nothing about them is fixed in the game any more.
  • How players get one: something grants them a mutation — usually a milestone rung, but a reward bundle, a shop, a starter kit or an admin can too. They open the Mutations menu when they want to. Nothing forces a window open mid-fight, which the old system did.
  • Choose or random: by default the player picks from the mutations they qualify for. A host can instead switch mutations to random, so earning one rolls it — which is arguably the truer reading of the word. It only changes who picks: the cap and each mutation's own requirements still apply either way.
  • Mutation cap: how many one character may ever hold. The old system was fixed at three; it is now a number you set, and 0 means unlimited.
  • Requirements: like any passive, a mutation can be restricted — by race, class, fighting style, power rank, or anything else the passive builder gates on — so different characters can have entirely different mutation pools.

Fighting Style Builder:

Description: A fighting style is a container for a bundle of skills and passives, and a way for players to obtain that bundle. Admins build the pieces separately and then group them: create the skills, create the passives, then create a style that hands them out and decides who's allowed to take it.

  • Auto-granted skills: skills a player gets the moment they take the style. Any mix of the game's built-in skills and custom-built ones.
  • Learnable skills: skills members of the style can go and earn instead, which is how fighting styles work everywhere else in the game. Each one is placed into the normal Basic Learn menu, the Combat Points shop or the Special SP shop, at a cost the admin sets — and that cost overrides whatever the skill normally costs.
  • Taking skills back: leaving a style takes back only what the style gave. A skill the player already had for another reason — their race gave it, they bought it — is never taken.
  • Passives: any mix of built-in fighting style passives and custom-built ones, granted properly so all their modifiers apply.
  • Who can pick it: Everyone, Restricted (races, classes, minimum age, minimum power rank) or Hidden — never offered, and handed out by an admin, a race's innate style or a reward.
  • Replacing a built-in: a style can deliberately shadow one of the game's own (Crane, Turtle, Wolf and the rest), so a host can install a rebuilt version and retune it. It is an explicit choice, never an accident.
  • Deleting is archiving: players are moved off and told, but the definition is kept and can be restored.
  • Runtime: like everything else, styles can be created, edited and disabled live.

RP Abilities:

Description: Flavour abilities that exist purely to say something. They appear in a player's skills list and on their hotbar like any other ability, but all they do is announce a styled message to everyone nearby — for the roleplay that has no mechanical effect and does not need one.

  • What an admin sets: the name, description, the message it prints when cast, the colour it prints in, and a cooldown anywhere from seconds to days.
  • Cooldowns survive: they persist through relogs and server reboots, and an admin can clear a specific player's cooldowns.
  • Granting: hand an ability to any character by name, online or offline — an offline player gets it when they next log in. The panel lists everyone who has it, shows who is online, and can revoke it. Admins can also hand one over in game from the Give panel, and the player is told what they got and where to find it.
  • Live edits: renaming or recolouring an ability updates every copy players are already holding within seconds.
  • Disabled vs deleted: disabling makes it unusable but leaves it in place; deleting strips it from everyone.
  • Logging: every use is recorded, and appears in the history of any live RP event the caster is part of.

Spawn Points:

Description: Where players land after dying, where the checkpoint clouds drop you, and the fixed bind point are all editable per server now. They used to be hardcoded coordinates, which is a real problem the moment a server runs its own map: everything landed at whatever position the PVP map wanted, and hosts were left doing it by hand — summoning people after every death, teleporting them back where they were supposed to be, over and over.

  • Death Spawn: exactly where a player reappears after dying. It also takes a scatter range on each axis, so a busy server doesn't stack twenty people on one tile — set it wide for a big open respawn area, or leave it at 0 for an exact spot.
  • Hell Spawn: where falling through the checkpoint clouds puts you. Off, the game does what it always did and drops you one z-level; on, it sends you to the point you set — so a server that built its own Hell, or moved it, can actually use it.
  • Bind Spawn: the fixed bind / home point.
  • Custom maps without babysitting: this is the whole point. A server on a custom map sets three coordinates once, and the game stops sending people to the wrong place. No more manual admin summons and teleports every time somebody dies.
  • Per server: editing a spawn point creates that server's own copy, which overrides the global one for that server only. Every other server keeps whatever it had.

RPP Grant Log:

Description: A live feed of every RP point earned on the server. Admins can watch it in real time, or scroll back through the history and search it.

  • What each entry shows: the time, which chat source it came from, the character and the account behind them, how much they earned, and the actual message they wrote — plus its length in characters and words.
  • Live or history: leave it on Live and it refreshes every few seconds as people earn, or switch to History to scroll back and search by text or by player.
  • Filtering: by source or by player name, at any time.
  • Catching people gaming it: this is what it is for. If somebody is farming points by spamming one-word junk, it is visible immediately — the message is right there next to what it paid. Anything that hit your per-message ceiling is marked as capped, showing what it would have paid, which is also the quickest way to tell whether a cap is set too low.
  • Tuning: the same feed tells you whether your earn rates are sane. Nobody has to guess what "0.06 per character" feels like when they can see what real messages actually paid.

Server Toggles:

Description: The switches that most affect roleplay, collected on one page so hosts are not hunting through the full server settings list. They are the same settings that exist on the main server settings page — this is a shortcut, not a second copy.

  • World Events — the whole rotation: Surge Zone, Dragon Balls, World Invasions, Tree Of Might and the rest. Off = none of them ever start.
  • Roleplay Points (RPP) — the master switch for earning RPP from chat at all. The per-source rows only apply while this is on.
  • LOOC Chat — a ( at the start of a Local message becomes LOOC: clearly marked out-of-character, its own chat tab, and it earns no RPP. Off by default, so a PvP server never even sees the tab exists.
  • Roleplay Message Prefabs (Local) — "Goku: Hello" becomes "Goku says, 'Hello'", with the verb picked automatically from your punctuation. Doesn't touch LOOC lines unless the setting below is also on.
  • Roleplay Message Prefabs for LOOC — applies the prefab style to LOOC too: "Goku OOC, '(Hello)'" instead of "Goku: (Hello)". Only does anything while both LOOC Chat and Message Prefabs are on.
  • Custom Hell Spawn — off, falling through the checkpoint clouds drops you one z-level (the old hardcoded behaviour). On, it teleports you to the Hell Spawn point you set.
  • Dream Fighting — the RP version of the Dojo, queued from the PVP button on the bottom bar. Off, pressing it explains Dream Fighting is disabled instead of queuing a match. What else that button offers is set on the Dojo tab — see the Dojo Button section above.
  • Local Chat Logs — records say / shout / emote along with who heard it, for the dashboard's chat logs.
  • Character Profiles — the View Profile panel: flat icon, name, age and whatever the player wrote about their character. Off, the verb, the context-menu entry and the panel all disappear.
  • Character Profiles: players can edit — whether players can write their own profile. Off, existing profiles are still readable but nobody can change theirs, which is what you want if you hand profiles out yourself.
  • RPP Overflow Storage — when someone hits the daily cap, bank the excess instead of losing it. It pours back in at the next reset, up to the cap.
  • Power Rank: All Automatic Gains — the funnel every passive Power Rank EXP source routes through: gravity, world events, kills, quests, everything. Off, Power Rank only moves through reward bundles, which this never blocks.
  • Combat Points: All Automatic Gains — the same idea for Combat Points EXP, one switch for every passive source. Off, CP only moves through reward bundles or whole-point grants, neither of which this blocks.
  • Gravity Gives Combat EXP — gravity machine training passively grants Combat (CE) EXP. Off, training still raises gravity mastery, just no CE.
  • Gravity Gives Power Rank EXP — gravity machine training passively grants Power Rank EXP. Off, no EXP from gravity training.
  • Transformation Mastery Over Time — being transformed grants mastery EXP every ~30 seconds, plus the cascade down to lower forms. Off, mastery only comes from investing CE, wishes and rewards.
  • Skill Mastery From Skill Usage — using a skill grants it mastery EXP, including the Time/Blood Meter and the Charge Skill Meter. Off, skill mastery only comes from investing CE, power-rank level-ups and rewards.
  • Narrate Items: Relay to Discord — whether a narration sent through a Narrate item (Level 1/2) posts to this server's Discord narrate channel. Always credited to whoever sent it; there is no anonymous option. On by default.
  • Narrate Items: Level 1 Can Ping — lets a non-admin holding a Level 1 item ping too, in game and/or on Discord. Off by default. Admins holding the item can always ping regardless.
  • Narrate Items: Level 2 Can Ping — the same for Level 2, kept separate because pinging the entire server is a bigger ask than pinging one planet. Off by default.

Between them, the two "All Automatic Gains" switches are how a server stops progression accumulating on its own and hands it out deliberately instead — through roleplay, events and rewards rather than time spent standing in a gravity room.

Stats Tab:

Description: The Stats tab is the panel players read their own numbers off, and hosts control every row on it. Switch a row off and it stops showing for everyone on that server.

  • Cutting the PVP clutter: an RP server can simply switch off the rows that only mean something in PVP — Z Points, Power Rank, Study Points, whatever their server doesn't use — instead of leaving players staring at numbers that never move.
  • Everything is a row: BP, Health, Energy, current buff, limit burst, the fighting-style meters (Rage, Punch-Out, Spirit Fission, Damage Absorbed), Knowledge, Magic Level, Study Points, Gravity, and status rows like Bleeding and Cold. Each one is an on/off switch.
  • Adding your own: hosts can add rows that read their own custom variables, with whatever label they want players to see. If a server tracks something of its own — a faction standing, a curse counter, a currency they invented — it can sit on the Stats tab next to everything else.
  • Per server: a server with no settings of its own follows the global default until it saves, at which point it gets its own copy.

Chat Tabs:

Description: The chat tabs are host-controlled. A tab switched off here disappears from every player's chat strip on that server, and tabs can be renamed so they read the way your server talks.

  • Renaming: purely cosmetic, and it changes nothing about how a tab works underneath — same messages, same range, same filtering, only a different word on the button.
  • The RP defaults: on a roleplay server the tabs are relabelled to say what they actually are — Local becomes IC, Global becomes OOC, and All stays as it is, since it is the one tab guaranteed to hold every line and can never be switched off.
  • The LOOC tab: roleplay servers also get a tab of their own for local out-of-character chat. Anything you write in brackets in local chat goes there — clearly marked as not your character speaking, at the same range as normal local chat, and it earns no RP points by default, so stepping out of character to sort something out costs you nothing and can't be farmed.
  • Player control: players still choose which of the remaining tabs they want visible from the chat window's own settings, so switching a tab on doesn't force it onto anybody.

The Dojo Button — Dream Fighting, and what else it offers:

Description: Pressing the PVP button on the bottom bar is how a player reaches the dojo. What that button offers is now the host's to decide: every entry can be switched off, every entry can be renamed, and the whole menu can be switched off.

  • Dream Fighting is the PVP button now. It used to be a verb in the skills list; it's the button on the screen, the same one PVP servers press. The old verb is gone because it only ever did one thing — put you in the 1v1 queue — and the button already does that.
  • What the menu can offer: the 1v1 queue (Dream Fighting), the team queue, the NPC training queue, Dojo FFA, and direct challenges to another player. Each one is an on/off switch.
  • The roleplay default is just the one. On a roleplay server only the 1v1 queue is on, and it's labelled Dream Fighting — which is all the old Dream Fighting verb ever did. The rest is PVP furniture a roleplay server didn't ask for. Turn any of it back on if you want it: nothing is decided for you, that's simply where it starts.
  • Rename anything. Each entry's wording is yours — call the 1v1 queue Start Dream Fighting, or Join the Queue, or anything else, and title the window itself while you're at it. It's display only: the entry still does exactly the same thing underneath, so wording can never break it.
  • Switch the menu off entirely and pressing PVP tells the player the dojo is off here rather than opening an empty box. That's separate from the dojo engine — admin-run matches and tournament brackets still work, because those aren't players queueing.
  • Per server, with a global default, like everything else — and there's a one-click roleplay preset that fills the whole thing in.

Magic Item Sprites, Portals and the rest:

  • Magic item sprites: the three objects the magic items place into the world — the enchantment table players click to enchant something, the crystal ball they look through, and the teleportation circle placed from a kit — can each be given a different look, picked from anything in the icon library. Leave one blank and it keeps its built-in default. Same idea as the science item icons: a server's magic doesn't have to look like our magic. It applies to newly-placed objects, not the ones already sitting in the world.
  • Time Space Portals: configure the portal system for the server.

Shift + Double-Click — a context menu on the map:

Description: Hold shift and double-click anything on the map — a player, an NPC, a dropped item, a tile — and a menu of what you can do to that exact thing opens.

  • Everyone gets it, not just admins. What's in the menu is whatever that person is actually allowed to do to that thing: Inspect, Telepathy, Observe, Copy Icon, Mark Player, Spectate, View Profile.
  • On another player, every player also gets Report Player, which files the same ticket the verb does, and Rename — which is a request, so the other person is asked and can say no.
  • Admins get an ADMIN section underneath: edit variables, Inspect, Give item/skill, Reward, summon them to you, teleport to them, and KO / Kill in red, which ask before they fire.
  • On an object or a tile: edit variables, and teleport to it. This is how you edit a tile or something lying on the ground.
  • Players can turn the gesture off in Settings → Interface, and a host can switch it off for the whole server.

Inspect — the admin character sheet:

Description: Everything about one character on one page, with the buttons to change any of it.

  • Opening it: right-click a player on any statpanel list and pick Inspect, right-click them on the map, or New Admin → Inspect a player and search for them.
  • Who they are: their icon, name, save name and type, with badges for special race, special reincarnation, true age, whether they're online, and their admin level.
  • Their numbers: the stat rows, which a host chooses.
  • Everything they're carrying: every skill and every item they hold, each with its real type underneath, and one search box across both lists.
  • Edit on a skill or item row opens the variable sheet for that object — this is how you edit something a player is holding.
  • × on a row takes it off them. It asks first, they're told, and it's logged.
  • Give item / skill and Edit variables open already pointed at that player, so you're never picking them twice.
  • Any admin can use it.

The Edit Sheet:

Description: The variable editor for a character, an NPC, or any object — rebuilt, and the reason it had to be is that the old one stopped working on newer BYOND versions. The four things that make the new one worth having: you can edit in bulk, there's a search bar, every change is properly logged, and it's a HUD you can actually use.

  • Bulk editing. Type a value and press Stage and it goes to a box at the top rather than into the game. Stage as many variables as you like, drop any you change your mind about, then apply the whole lot in one go. You're asked why, and the reason is saved with it.
  • Search. A character has thousands of variables, so there's a search box and All / Numbers / Text / Lists / Empty filters to cut the list down.
  • Logging. Everything applied is sent to Edit History on the website — who edited what, on whom, on which server, the value before and after each variable, and the reason they gave. Filter it by any of those. If you have an admin-logs Discord webhook set, each batch is posted there too.
  • Picking who: loaded characters and every mob near you, each row tagged PLAYER or NPC so you know what you're opening.
  • /edit <name> typed in chat opens the sheet on that player straight away. A partial name works as long as it only matches one person.
  • Items and skills a player is carrying are reached through Inspect; tiles and objects on the ground through right-click on the map.
  • Your own variables are on it. Any custom variable you defined appears under its own section with its own filter, including for a player who has never been given a value for it. Resources is there too.
  • Typing null empties a variable, and list() gives it a fresh empty list.
  • ★ on any variable turns it into a button on the Reward panel — see below.

Reward Panel — and building your own reward rows:

Description: Every figure you might want to set on a player, on one screen.

  • The built-in rows: base BP, god base BP, BP mod and energy. Each shows what the player is at now, plus the maximum and average across everyone online adjusted for that player's BP mod, so you're setting a number in context rather than guessing at one.
  • Skill points, resources and RP points add to what they have, and a negative number takes it away.
  • Set as many as you like without reopening anything. Every change is announced to admins and logged.
  • Add your own rows. Open the edit sheet on a player, find any variable — including a custom variable you made yourself — and press the ★ next to it. Name it, pick which section it goes in, and it's a row on the Reward panel from then on with Set and Add buttons.
  • So a server that tracks something of its own — a faction standing, a curse counter, a currency it invented — gets a proper reward button for it without anybody writing code. Rows are saved per server and survive a reboot, and the × takes one off again.
  • Reward needs admin level 2. Give and Spawn are open to every admin.

Admin Console / Dashboard:

Description: The server management hub — one page a host or admin can run the server from without being in game. It talks to the live world both ways: what's happening in there shows up here, and what you do here happens in there. It's the single most useful thing in this update for anyone who runs a server rather than plays on one, because it means being available to your server no longer means being logged into it.

  • Seeing who's on: a live list of everyone connected, what they're doing and where. From the same place you can inspect a player properly — their stats, their items, their skills, and their raw variables, all searchable — rather than having to find them in the world first.
  • Editing players: change what needs changing on a player straight from their card. Give them an item, a skill, a custom item, a custom skill, an RP ability, a starter kit, a passive, a fighting style, a reward bundle or a mutation choice; edit a variable; take something back. The things an admin normally walks over and does in game, done from a browser.
  • Watching the chat: the server's chat is readable live — global, local, roleplay / emotes, party, organization and telepathy each on their own channel. So a host can follow what's actually happening in a scene, or catch a problem in local chat, without standing there. Global is two-way: talk into it as yourself, as ADMIN, or as a server-wide announcement.
  • Talking to players directly: a player who asks for an admin in game opens a conversation that lands here, with an unread marker, and your reply arrives in their Help tab in game. Help requests and support tickets have their own queues so nothing gets lost in the chat.
  • Announcements: push a message to the whole server, and to Discord at the same time.
  • Surveys: ask your players something and get an answer. Write a question, push it to everyone (or to a targeted set), and watch the results come in live — with written answers if you allow them. The fastest way to settle a "what does the server actually want" argument.
  • Logs: live activity as it happens, filterable by category, alongside reward grants, error logs, debug reports and the admin action trail. Roleplay servers get the local and emote history here too, so a host can go back and read what happened in a scene they missed.
  • Running verbs from the browser: the console can run the game's admin verbs itself. Adjust a BP cap, deal with an emergency, run something on a specific player, run something on the world — without opening the game. Dangerous ones make you type the name back before they fire, and everything you run is written to the admin log.
  • Quick actions, player actions and scheduling: saved one-click jobs for the things you do often, actions aimed at a single player, and a scheduler for the ones that should happen on their own.
  • Everything else it holds: server settings, organizations, parties, bans, leaderboards, event logs, match and event stats, RP events, update logs, and reboot/wipe controls.
  • Scoped to who you are: an admin sees their own server; a host with global access can switch between servers from the same page. Everything you do is re-checked by the server — the page is a remote control, not a set of permissions.

Mobile View:

Description: The same hub, rebuilt for a phone. Not the desktop console shrunk down — a stripped-back, mobile-first version that's actually smooth to use with a thumb, shaped like a chat app because that's what you mostly need it for.

  • Save it to your home screen: it installs as a web app on a phone, so it opens like any other app rather than as a browser tab. Which is the point — an admin can manage the server from anywhere.
  • What it carries: the live chat channels and admin ⇄ player DMs, the player list with tap-to-inspect and hold-to-act, the activity and error logs, the support ticket queue, leaderboards, event and match stats, surveys, and the verb runner. The everyday half of the console.
  • What it deliberately doesn't: the heavy builders stay on desktop. A phone form with every option on it is slower than just opening the console, so the mobile version does the fast jobs well instead of doing everything badly.
  • Built for phones properly: the composer stays above the keyboard, the feed doesn't yank you around when new messages land while you're reading history, and it stops polling while the tab is in your pocket so it isn't eating your battery.
  • Same access rules as everything else: staff only, scoped to your server unless you're a global host.

Staff Activity — Edit History & Admin Logs:

Description: Two pages that record what admins have been doing, so a host can see how their own staff are using the tools rather than taking it on trust.

  • Edit History: every variable an admin changed on a character or an object, with what it was before and what it became. Who did it, to whom, on which server, when, and the reason they typed. A single edit that touched several variables shows all of them together.
  • Admin Logs: everything else — every admin verb used across the servers, filterable and searchable.
  • Why it matters on an RP server: staff are trusted with tools that can change a character permanently. These pages mean a host doesn't have to wonder — the record is there. In-game edits land in Edit History with their before-and-after; panel actions are recorded in the console's own log.

Stories — the Story verb, the login message, the rules and server details:

Description: Four of the oldest things on the server were the same thing wearing different hats: a single blob of text, edited through a grey BYOND input box, saved into a file next to the world, with no formatting, no structure and no way to have more than one. Story, the login message, the rules and the server details page are now one system — written on the website, stored with the rest of your server's configuration, and shown through a proper panel.

  • Where you write them: Story Library on the admin website. Title, subtitle, tags, and the content. Everything lives with your server's other configuration, so a backup covers it and an update never touches it.
  • Markdown or raw HTML. Markdown gets you headers, bold, lists and quotes with none of the fiddling. Raw HTML is there for hosts who want full control of the page — images, tables, custom styling, an entire hand-built document if you like. Markdown shows anywhere; raw HTML is the pop-up window only, because a free-form page does not belong in a side tab or a chat line.
  • Multiple pages. A story can be chapters. Players get Previous / Next / Done and a page counter, so an era of history is a book rather than one endless scroll.
  • As many stories as you want, and more than one live at a time. This is the part that did not exist before. Mark several as Active and players get a chooser when they press Story — each one with its tags next to it. That is how one server can run a story per planet, a story per era, a "CURRENT" one at the top and the whole backlog underneath as a timeline. One active story skips the chooser and opens straight away.
  • You set the order the chooser lists them in.
  • Per-story size and colour — the pop-up's width, height and accent colour belong to the story, so a short in-character note and a full history page don't have to look the same.
  • The login message is just a story marked Show on login. Same editor, same formatting, same pages.
  • The rules are just a story marked Rules. Same again.
  • Server details is the odd one out and now has a switch: by default the Server Details verb keeps showing the automatic page (era, gains, caps — figures the game works out live). Turn on the Server Details Story setting and a story you've marked Server details replaces it, so a host who would rather explain their server in their own words can. Both halves have to be set — the toggle on and a story bound — so a half-finished swap never leaves players with a blank page.
  • A story bound to nothing is a preset. Written, stored, shown to nobody until something opens it — which is exactly what you want for a story an NPC tells.
  • NPCs can tell stories. A character's dialogue can now open a full story page mid-conversation, picked from a dropdown of your server's stories rather than retyped into that NPC. You choose whether the conversation waits for them to finish reading or carries on underneath. Set the scene, then offer the quest.
  • It's reusable anywhere. Stories are opened by name, so anything built later — an item, an event, a quest step — can show one without a new system being invented for it.
  • "Read a story" is a goal. Reading one through counts as a trackable action, in general or for one specific story, so "read the server rules" can be an achievement, a daily task or a quest objective.
  • Nothing breaks on day one. Until you write your first story, the old story, rules and login text keep showing exactly as they did.

Lethality — Deciding Who Is Allowed To Kill:

Description: On a PVP server, lethality is just the game — anyone flips Lethal Toggle and gets on with it, GTA-style. On a roleplay server it almost never works that way. Death is a story beat there, not a mechanic you hand to everybody on day one, so hosts keep it off until a character has earned it and then hand it out for specific arcs and specific fights. Until now the game had no idea about any of that: the rule lived in a Discord message and was enforced by hoping. Somebody flips lethal in a spar because they didn't know, or forgot, or misclicked — and a character nobody meant to lose is dead. Now an admin is reviving people, rewinding a scene, or weighing up whether to ban someone over what was an accident. The tooling created the incident, and then the tooling made you punish it.

That's the whole problem this removes. Lethality stops being a social rule and becomes a setting.

  • Nothing changes unless you change it. Lethality ships open — every player toggles their own, exactly as the game has always worked. A PVP server, or an RP server that likes the current behaviour, never has to look at this.
  • One switch closes it. Close lethality and Lethal Toggle is locked for everyone. Not hidden, not discouraged — it will not turn on.
  • It applies immediately, to people already in the world. Closing it doesn't wait for anyone to press anything: everyone currently lethal is switched to non-lethal on the spot and told why. There's no window where someone keeps a permission you just took away.
  • And it holds on the way in. Anyone entering the world after that comes in non-lethal, so a character whose save remembers being lethal can't walk back in still armed.
  • Then you hand it out by name. The exception list is who may still go lethal while it's closed — the person running the death duel tonight, the character whose arc is ending, the two players who agreed to it. Everyone else stays locked.
  • Grant by DU account or BYOND key. A DU account grant follows the person across characters and keys; a BYOND key grant follows that key. Use whichever you actually know — both reach the same player.
  • Pick from who's online, or type a name for anyone who isn't. The panel lists everyone in the world right now with a search that matches your words in any order, so you don't go hunting. You can also grant someone who's offline, which matters when you're setting a scene up in advance rather than mid-fight.
  • Take it back the same way. Revoke is one click, and it bites immediately — the same sweep runs, so the permission is gone the moment you remove it, not the next time they toggle.
  • Admins are never locked out, so closing lethality can't strand the person who has to run the event or test it.
  • It doesn't touch events. Every place that already forces lethality off — arena wars, FFA, dojo matches, the Bomb event, Capture The Orb, tournaments — behaves exactly as before. This is a server-wide rule layered on top, not a replacement for any of that.
  • Where: Lethality on /admin/roleplay-settings, and the Manage Lethality verb in the RP Admin tab in-game. Both edit the same list, so it doesn't matter which one you reach for.
  • In-game matters more than it sounds. The moment this comes up is always mid-scene — someone needs permission now, or someone is swinging lethal and needs it gone now. Alt-tabbing to a website to stop a character dying is the wrong tool, so there's a Grant Lethality right-click on any player too: one click to give it or take it back, without opening anything.

Turning Off What Your Server Doesn't Use:

Description: A lot of what the game ships only makes sense on one kind of server. The whole PVP apparatus — arena verbs, rating displays, event tooling — means nothing on a roleplay server, and the roleplay tools mean nothing on a PVP one. Because both now run the same build, a fresh server showed every player all of it. Hosts can now switch off what their server doesn't use.

  • Where: Verb Visibility on the admin website, per server. Host-level control (level 4+) rather than an everyday admin one, since it changes what appears on other people's screens, including other admins'.
  • Verbs: pick from a searchable dropdown grouped by the tab each verb lives on — Other, New Admin, RP Admin, TEST — and switch off the ones your server has no use for. Removed means removed: a switched-off verb can't be run by typing it either, so it isn't just hidden.
  • Settings rows: the same for the in-game Settings panel, row by row, so players aren't scrolling past switches for systems your server doesn't run.
  • Why it matters for roleplay: an RP server can strip out the PVP furniture and hand players a verb list that is only the roleplay server — not a roleplay server with a pile of arena tools bolted on. The tab stops being a wall of things that don't apply, and the things that do apply are findable. It cuts the other way too: a PVP host can drop the roleplay tools they'll never use.
  • The list comes from your own server. It reports what the build it's actually running offers, so the dropdown is never out of date, and it lists real names and descriptions rather than making anyone type internal paths.
  • Everything starts on, and nothing is permanent. You only ever take things away, putting one back is a click, and a change reaches your server within about a minute — no restart.

The Bottom Bar Is Yours Now:

Description: The row of buttons bottom-right of every player's screen — Friends, Skills, Character, PVP, Inventory, Map, Bounty, Quests — used to be the same eight buttons doing the same eight things on every server. It's now configurable per server, from the same HUD Controls page as the screen arrows. Untouched, it is exactly what it always was.

  • Switch the whole bar off, or switch off individual buttons — the bar re-packs itself from the right, so there are never gaps where a button used to be.
  • Re-icon any button from your icon store, and rename what it says on hover.
  • Change what a button does. Each one can keep its normal job, or instead: open a story (a PVP-less roleplay server can turn the PVP button into its lore book), jump to a stat panel tab of your choosing (press again to jump back), ask the player which tab and take them there, or open and close the Settings panel. The stat panel list is reported by your own running server, so tabs added by future updates show up in the picker on their own.
  • Changes land on players' screens within seconds of saving — no reboot, and players keep their own "hide the bar" toggle either way.
  • The sense radar is skinnable too. The radar's container — the green dial face and the dragon-ball ring on its rim — can be replaced from your icon store (or the ring removed entirely), with a blip-spread control so blips stay inside whatever shape you gave it. A non-DBZ server can have a square minimap instead of a Dragon Radar. Player, NPC and dragon-ball blips are untouched, and an untouched server keeps the stock radar pixel for pixel.

The Sense Radar Is A Real Minimap Now:

Description: The sense radar used to be a dial of blips — a direction and a rough distance, nothing else. It can now be an actual minimap: the real picture of the area you're standing in, inside the dial, centred on you and scrolling as you move, with every blip plotted at its true position. It comes with a full-screen live map, map pictures players can look at, and a map item hosts can sell, gift or hand out through NPCs. Every part of it is per-server and off by default — an untouched server keeps the classic radar exactly as it was.

  • Minimap mode: on any area that has a map picture, the dial shows the map itself, zoomed in around you. Players, NPCs and dragon balls plot where they actually are; anything past the edge of the dial sits on the rim in its direction, like any minimap. An area without a picture simply shows the classic radar. Players who'd rather keep the old dial everywhere can turn the map off for themselves in the radar's settings (it's on for everyone by default once the host enables it).
  • The live map: the Map button on the bottom bar (or the Map verb) opens a big in-game map panel — no popup window, it sits over the game like the other HUDs — in two modes. Live follows you at the minimap's zoom, and the bigger your screen, the more of the world it shows; scroll to zoom, drag to look around, Live to snap back. Whole map fits the entire area on screen. Everyone you can sense is on it, party members in their party's colour. Esc closes it.
  • View Game Map: a chooser that lists the live map and every map picture the host has added — the drawn overview of an area (the roleplay server ships with Cerealian and Heaven; the Dragon Break maps can be added the same way). Pictures open in the same big panel with fit, zoom and drag.
  • Maps can be something you earn. A host can make map pictures free to view for everyone, or hide them so they're only reachable through a Game Map item or an NPC — a server where you have to buy the map of the capital, or be given one by a guide, before you can look at it. The live map is never gated by this; the minimap toggle covers that.
  • The Game Map item: a real item a player carries. Click it and it opens whatever it's bound to — the live map, one specific map picture, or the chooser. Hosts make map presets on the Items page's Map Items tab: name, description, icon from the icon store, and which map it opens; the item shows a proper hover tooltip like any other tool. A map preset can then be sold in any shop, paid out as a reward, put in a starter kit, or given by an NPC — it's a normal reward type everywhere rewards are built — and NPCs can also show a map as a dialogue step without giving one away. Maps save with the character like any item.
  • The map stays true on a sandbox server. With Map Saving on (next section), everything players build — walls, floors, bases, placed objects — is painted onto the minimap and the live map a short while after each world save. The picture isn't the empty world from launch day; it's the world as it actually is.
  • Radar look: the dial face and the ring around it are skinnable from the icon store (see The Bottom Bar Is Yours Now above), and minimap mode has its own dark disc under the map so unbuilt space reads as nothing rather than as green.

Map Saving — Your World, Backed Up:

Description: Everything players build and place on a server — every wall, floor, door, base and every object standing in the world — used to live in two files nobody could open, copy selectively, or move to another server. If they went wrong, they went wrong. The New Map System keeps its own proper copy of the world alongside those files, backs it up on its own, and gives hosts a panel for it. It's the world-side twin of the new player save system, and it works the same way: a second copy first, and only when you're happy, the copy the server actually loads from. On the roleplay server it's on from day one.

  • What you get: the panel shows what's standing right now — how many built tiles and placed objects, per area — and every dated backup of it.
  • Backups happen on their own. A copy is kept every hour while the world is changing, and always right before a wipe or era reset — those are pinned and never cleaned up, so the world that just ended is never more than one click from coming back. Hosts can also take a labelled backup any time, from the panel or in game.
  • Restore without a reboot. Any backup can be loaded straight into the running server: merge it on top of what's standing, or replace the built world with it. A "before restore" copy is taken first every time, so a restore is itself undoable.
  • Templates. Save the world — as it is now, or any backup — as a named template, then start the next wipe from it. A new era can open with the arenas, cities and shops already standing instead of bare ground. Templates can also be dropped into a live server whenever you like, and they're shared between servers, so a map built on one can seed another.
  • Deload and reload. An admin can strip the built world from the running server (backed up first) and load a backup, a template, or a map file from their own computer onto the clean map — the modern version of loading an external map or item file, with no reboot in between.
  • Map decor that stacked up is cleaned. Some map-placed objects (lab machines, ship controls) were quietly re-saved every reboot and piled up copy on copy underneath each other for months. The maps are fixed, and the server now collapses any that already stacked when it boots.
  • Turning it on: Server Settings → Feature toggles → New Map System starts keeping the world; Load with New Map System is the separate switch that makes the next reboot load from it. The old save files are copied aside first and keep being written either way, so going back is one toggle. Both are on for the roleplay server.

New & Reworked Admin Verbs:

Description: Not everything an admin needs lives on the website. Roleplay servers run events at speed, and walking to a browser mid-scene to add one item to a shop is not workable — so the systems above also expose in-game verbs that do the common jobs on the spot. They are the same data the website edits, so a change made in game shows on the panel and the other way round. Everything here is gated to admins, and the whole set is per-server switchable, so a host who would rather all editing went through the website can simply turn them off.

  • Manage RP Shop (RP Admin tab) — reworked. Opens the RP Shop's stock in game: see everything in it, add a skill, an item, or any custom content, edit the cost or slot requirement of something already there without removing and re-adding it, and remove entries. The quick way to run an event shop or fix a price while people are standing in front of you.
  • Manage Magic Tree and Manage Tech Tree (RP Admin tab) — reworked and cleaned up. The same idea for the two trees: browse the categories, add or remove items, and edit the RPP cost or skill slot cost of an item in place. If nothing is installed under the expected key it offers you the trees that do exist rather than dead-ending.
  • Manage Science Items (RP Admin tab) — new. The in-game version of the Science Items panel. See every buildable item with its status and what it costs on this server, search it, filter to just the disabled or just the repriced ones, and turn anything on or off on the spot. Setting a price opens on what the item costs right now rather than an empty box, so changing one never means looking it up first. It can also put one of your own custom items into the Build menu. It writes to the same config the website does — nothing here is a separate list.
  • Manage Starter Kits (RP Admin tab) — new. Build a kit without leaving the game: make one, then add items, skills, custom items, custom skills, reward bundles and stat changes to it from the same searchable catalogue the Give panel uses. Rename it, switch it off, delete it. It is deliberately the simpler half of the website's builder — proc calls, if/then branches and requirement gates stay there — and it adds and removes steps one at a time, so a kit built on the website never loses the parts this HUD can't show.
  • Manage RP Abilities (RP Admin tab) — new. Create, rename, re-colour, re-time, switch off or delete an RP ability without leaving the game — useful when one gets invented mid-scene. Anything made in game is an ordinary panel ability: it shows on the website and can be edited there.
  • Edit Stories (RP Admin tab) — new. The in-game version of the Story Library: write, edit and preview a story without leaving the game, with a live markdown preview and a Preview button that opens the real pop-up so you see exactly what a player will. The website is the fuller editor — this is the one you use mid-event.
  • Edit Login Message / Edit Rules (RP Admin tab) — new, and the replacements for the old grey-box versions. Both jump straight to the story that's bound, or start one with the right box already ticked.
  • Reload Stories (New Admin tab) — new. Pull the latest from the website immediately instead of waiting for the next refresh.
  • Story, Rules and Server Details stay where players expect them, in the Other tab.
  • The old Edit Story, Edit Rules and Edit Login verbs are retired — everything they did is above, with formatting, pages and more than one of each.
  • Map Save: Status / Snapshot Now / Backup Now (New Admin tab → Map Save) — new. Is it on and in which mode, save the world right now, or save it and keep a labelled backup.
  • Load Map Backup / Load Map Template / Load Map From File (New Admin tab → Map Save) — new. Put a backup, a template, or a map file from your own computer into the live world — merged on top, or replacing what is built — without a reboot. These are the successors of Load External Map File / Load External Item File, which still exist for the old save files.
  • Save Map As Template / Map Save: Set Wipe Template (New Admin tab → Map Save) — new. Name the current world as a template, and choose which template the next wipe starts from.
  • View Game Map and Map (Other tab, player-facing) — the map chooser and the big live map described in The Sense Radar Is A Real Minimap Now. Both only appear where there is something to show.
  • Map Save: Deload Map (New Admin tab → Map Save) — new. Strip every built tile and/or placed object from the live world, backup first, so a backup or template can be loaded onto a clean map without a reboot.
  • Map: Remove Stacked Decor (New Admin tab → Map Save) — new. The manual version of the boot-time cleanup for map objects that stacked copy on copy.
  • Reload Map Items (New Admin tab) — new. Pull the latest map presets from the website immediately.
  • Narrate (New Admin tab) — the markdown narration composer described above. The old Narrate verb — plain yellow text to whoever stood nearby, no formatting, no attribution, no tab, no host controls — is retired; everything it did the composer does better.
  • Repeat Narration — re-broadcast a past narration to a scope of your choosing.
  • Give / Spawn panel (New Admin tab) — one searchable panel for handing anything to a player or spawning it where you stand: items, skills, custom skills, custom items, ranks, transformations, fighting styles, passives, mutations, starter kits and RP abilities, with a filter per type.
  • Reward a player (New Admin tab) — reward someone directly, including a Give custom reward button that lists every reward bundle built on the website and pays it out exactly as an earned one would.
  • Fighting Styles: Give Custom Style (New Admin tab) — put a player on one of your host-built styles, including hidden ones that are never offered in the picker.
  • Passives: Refresh From Panel (New Admin tab) — pull the passive and fighting style builders from the website immediately instead of waiting for the next refresh.
  • Neither Mutations nor Fighting Style is a verb. Both are rows in Settings → Progression: mutations whenever the system is on (see what you hold and spend any choices you've earned), and fighting styles only while an unspent choice is actually waiting. Earning either one banks the choice and tells you — nothing opens a window at you mid-sentence, and nothing sits in a verb list you'd never scroll.
  • Clear RP Ability Cooldowns (right-click a player) — reset someone's RP ability cooldowns.
  • Create RP Event / Close RP Event (New Admin tab) — start and end a live roleplay event, choosing its scope, its spectate rules and its RP point multiplier.
  • Make Event Character / Make Event Participant (right-click a player) — mark somebody as one of the people a live event is about, or as taking part in it. Right-click again to remove.
  • Spectate Event Character (right-click, player-facing) — watch a featured player during an event, with a Stop Spectating row on the event tab to come back.
  • Event Character (login menu) — not an admin verb, but where a granted player creates or plays the event character they were given. Different system from the above — see the two sections.

Other RP Updates:

Description: The rest of it, from the player's side — the things they'll actually notice. Several of these are covered above from the host's angle; this is what they look like from in the world. Everything here is a default a host can change, not a fixed part of the game.

⚔️ Weapons and armour can be enchanted

Enchanting was broken, and it was broken for a dull reason: the old enchantments upgraded versions of the swords and armour the game stopped using years ago. The items existed, the enchantments pointed at them, and no player had held one in a very long time. It now works off the modern item variants, so it applies to the gear people are actually carrying.

What ships as the default: every stock weapon has two stages at an Enchantment Table. A Sword becomes a Keen Sword and then a Singing Sword; a Hammer becomes Thunderous and then a Worldbreaker — each growing into what that weapon is already good at rather than into the same generic upgrade. Armour has three separate chains, one per tier: Light buys toughness it could never normally have and ends up faster than wearing nothing, Medium stops paying for being a compromise, and Heavy ends up very nearly immovable. Changing tier drops the enchant, so pick your plating before you spend on it.

All of that is the starting point, not the rule. Every stage is an item form in the items builder — rename them, re-stat them, add stages, remove them, or build a completely different set.

💎 Enchanting itself, rebuilt

Enchanting isn't locked to a couple of hardcoded item types any more. A host can make almost anything enchantable, with stages they design themselves. Use a shard on an eligible item and it becomes the stronger version.

🔮 Enchantment tables

Enchanting happens at a table you place in the world rather than through a menu — set one down, click it holding a shard, and enchant your gear. It's a real object people can gather around, which is the point of it on a roleplay server.

🪄 The Magic tab is a real spell list

The Magic tab used to hold a fixed handful of old spells nobody could change. It now holds whatever the server puts there, and casting one costs mana every time.

  • Spells make things. Cast one and the thing appears on the ground at your feet — no item to fetch, no kit to click first. Four come as standard: an Enchantment Table, an Enchanting Shard for it to eat, a Crystal Ball, and a Teleportation Circle.
  • It asks before it spends. Tapping a spell tells you what it costs and waits for a second tap, so a misclick can't cost you a full mana bar. If a spell fails to do anything, the mana comes straight back.
  • Enchantments can be learned first. A host can put an enchantment behind an unlock — you learn "Hand Drill Enchantment" once, and only then can you enchant a hand drill. The table tells you what you're missing rather than silently not offering it.
  • Which spells exist, what they cost, what they create and how long before you can cast again are all the host's, and none of it needs an update to change.

🧪 Potions, reworked

The old potions sat in a right-click menu and couldn't be drunk in a fight, which made them close to useless. These are proper skills: bind one to a key, press it, real cooldown.

Health, Energy and Magic potions, small and large, brewed with mana. Instant potions land the whole effect at once, but you hold the key for about five seconds and stand still while you drink — get interrupted and you keep the potion. Regeneration potions go down in one gulp and heal you steadily while you keep moving and fighting: more overall, just not right now. Everything you're carrying shows on a shelf in the Magic tab with counts, and potions of the same kind stack into one row instead of filling your inventory.

Hosts decide which of the twelve exist, what each costs and how strong it is. Magic potions refill the Magic Meter rather than mana — mana is what you spend building things, the meter is what runs dry mid-fight.

🔒 Locking and unlocking charms

Both charms have been rebuilt. The old ones did nothing at all — a "locked" door was still walkable by anyone who knew the password.

Locking Charm seals a door and hands you a Magic Key. Whoever owns that door can't use their password any more: they can't get in, and if they're inside, they can't get out. It won't let you in either — their lock is still on the door underneath yours. Unlocking Charm strips a door's password off for good. Together they're a break-in: unlock their door then seal it with yours, and yours is the only lock left, with you holding the key. Watch that key — it can be dropped, and it can be stolen.

🧱 Magic that looks after your base

Three spells for anyone who builds, shipping as defaults: Reinforce Walls so they take less damage, Mend Walls to repair them, and Ward Barrier to raise a shield that soaks damage before the walls do. Face a wall and hold still while the charm works — moving breaks it, so a base can't be topped up mid-fight. Hosts set what they cost and whether they exist at all.

🌀 Time Space Portals, reworked

The portal used to drop you at a fixed spot on the map. It now opens your own pocket dimension: walk in, build whatever you like, leave, and it's exactly as you left it when you come back — including across server restarts. Log off in there and you're still in there when you return. Password it so only the people you tell can follow you in, or leave it open.

The place itself is the host's. Maps are uploaded to the maps library and the host chooses which ones portals lead to; the default is a ship-like map. How many portals a player can have, and who's allowed to open one, are theirs too — so a portal on one server can be a completely different place than on another.

✨ Materialise, reworked

Materialise used to be a fixed list of hardcoded items. It's now a menu the host builds: put anything you've made on it, at any mana price, and lock entries behind whatever conditions you like. It ships with weights, a weapon, an axe, an energy blade, a hammer and armour — as a starting point, not a limit.

💍 Create Amulet — and Create Anything

Create Amulet is back, and it's no longer a one-off. A host can turn any item in the game into a spell that conjures it, for whatever mana they think it's worth. The amulet is just the one that ships.

👻 Conjure, reworked — and it asks first

Summon another player to you, except they get a request they can accept or turn down, and you aren't charged a single point of mana unless they say yes. Once someone accepts they stay with you through logging out and through a restart, until you send them back — which drops them exactly where they were standing and costs nothing.

It used to work on one race only. That's now just the starting setting: hosts choose which races can be summoned, how many you can hold at once, and can put any other requirement on top.

💚 Healing Circle, reworked

Healing Circle used to drop an object you could quietly stand near forever. It's a real skill now: hold the key to draw the circle, rooted in place while you do it, and letting go too soon breaks it for nothing. Hold the whole way through and the circle locks in, glowing, and heals you for a while as long as you stay inside it.

🔮 The Crystal Ball, reworked

Look into a Crystal Ball to see who's nearby — the roleplay-friendly way to observe people on a server that turns the usual spectate options off. Enchant it and it reaches further: your whole map, then people normally too hard to sense, then anyone at all.

🌀 Teleportation Circles, reworked

Place a circle, give it a name and an optional password, link it to another one somewhere else, and step between the two by standing on it for a moment. Enchant a circle to link across greater distances, and eventually across entire maps.

👹 Monster Creation, rebuilt

Monster Creation used to summon a single copy of yourself wearing a spooky mask — harmless, and not much of a monster. It now conjures a real swarm to fight your locked target, drawn from creatures already roaming the world.

🪄 The Staff does something now

Wielding a Staff makes your combat magic cheaper — it discounts the Magic Meter your magic skills burn in a fight, rather than being a description that never did anything.

🚫 Shops stop selling you what you already have

A shop can drop a line once you own what it gives. Learn the skill and it stops sitting in the list tempting you into paying for it twice. It's set thing by thing, so on the RP Shop the one-time unlocks — skills, spells, abilities, forms, ranks — disappear once they're yours, while the things you're meant to keep buying stay right where they are. And if something slips through, the shop tells you that you already have it instead of taking your points and handing it back.

🌳 Trees tidy themselves up too

The same applies to the Magic and Technology trees: an item inside a category can disappear once you've bought it, so a category you've worked through stops being a wall of things you already own. Set per item, so the one-off unlocks clear out while anything meant to be bought again stays put.

🧬 Mutations don't interrupt you any more

Earning a mutation used to shove a box in your face the moment it happened, which was rarely a good moment. The choice is banked now: you're told you've earned one, and you open Mutations from the Other tab when you're ready. The list shows what each one actually does before you commit, and asks you to confirm — a mutation is permanent.

🥋 The fighting style picker got the same treatment

Choosing how you fight used to be a plain list of names with nothing to go on. You now see each style's description and what it brings — techniques and passives — before you decide.

🎨 Science items can look different on every server

The picture on a science item isn't fixed. A host can give any buildable item its own sprite, so a Turret on one server and a Turret on the next don't have to look like the same Turret. You see it in the build menu straight away, and anything built from then on wears that look; things built before keep theirs.

🔨 Custom gear can show up in the build menu

Gear made for your server can be priced and sold in the Science menu beside the built-in weapons and armour — scrappable and copyable like anything else you build. It doesn't have to be, though: a host can leave it out of the build menu entirely and sell it through a shop, an NPC or a tree instead, which is usually what a roleplay server wants.

And a Lot More Than Fits In One Log:

The panel covers far more than the systems written up above. A short list of what else is in there for hosts, none of which needs a developer:

  • Locations Builder — name and place the locations the rest of the game points at.
  • Drop Tables — what drops, from what, how often.
  • Quest Builder — build whole quests: stages, objectives, party rules, rewards.
  • Player Save Management — backups, inspecting a save, and editing players online or offline.
  • Boss & NPC Creator — build bosses and NPCs, their stats, looks and behaviour.
  • Planet Caves — author the caves on your planets.
  • HUD Controls — what players see on screen, and what they don't.
  • Maps — upload your own maps and use them for quests, events and instances.
  • Mastery & Progression Customisation — the curves and costs behind how characters grow.
  • Fusion Templates — define what fuses into what, and what comes out.
  • Rewards Builder — the reward bundles every other system pays out.
  • Progression Tasks Builder — achievements, daily tasks and organisation jobs.
  • Organisation System Editor — how organisations, ranks and territory work on your server.
  • Wish List Editor — what the Dragon Balls can be asked for.
  • Dragon Ball Hunts Creator — build your own hunts.

And a good deal more besides. If something in the game feels like it should be yours to decide, let Nite know and he'll add it.