What changed since rc-2026-10-15-1, in plain words (still a work in progress: Boy is checking it on his phone; the city layout, overlapping pieces and speed are the next rounds):
Suvarna laid out spot by spot on the reference capital's map: its walls (7.5 m thick, crenellated both sides), three gates, the palace inside the north wall, the lots rebuilt from the reference's own buildings standing wall to wall, every tree at its spot as its species, and the street things where theirs stand. Every layout number of the layout checker now falls inside the reference's walled cities.
All of Suvarna in our own 3D models (no old art left): 36 town houses, courtyards with gatehouses, civic halls (stable, forge, kiln, granary, pavilion, great hall), market stalls piece by piece, and about 80 street things -- jars, racks, carts, tables, flowers, lamps, statues -- each matched to the reference's own picture by size, colour, shadow and detail. New this round: well, well house, war drum, bronze cauldron, sedan chair, escort cart, blade and spear racks, stone roller mill, millstones, sieves, wash tub, hay trough, incense urn with crane, rocks, brush pile, chilli strings, rapeseed, broad-leaf plants, a stone balustrade and the moat bridge's chains.
The Bayon statue stands at the reference's centre-statue spot, on its slab; the old temple art is gone.
Sight rules: no tree, stall or prop hides a doorway, a gate, a landmark or an NPC.
Behind a building, as in the reference: a hero or creature walking behind a building or tree is hidden (no silhouette over it any more); the name tag and health bar still show where they are.
Checkers (for the team, no change in play): model, render, detail, colour, layout, city, map and block scans, and a resource library page listing every resource the game ships with its faults.
How to test it
Enter Suvarna through the south gate: a thick crenellated wall, the moat bridge with its chains, the avenue north.
Walk the avenue to the centre: the Bayon statue on its carved slab where the reference has its statue.
Look along any street: houses stand wall to wall in rows, shops with red timber frames, no gaps of bare ground.
Find the market square: stalls built piece by piece (tables, canopies, parasols, goods), none blocking a doorway.
Find the stable and the forge: the stable an open log shed with horses; the forge's fire a small orange glow.
Look for the new things: a well, a war drum, a sedan chair, an escort cart, blade racks, a stone roller mill.
Look at the trees: each a species of the reference's (big pines, pines, blossom, willow, shrubs), none in a doorway.
Walk past NPCs and doorways: nothing hides a person, a door or a gate from the camera.
Ride a mount through every gate and courtyard gate: it fits without sticking.
On a phone, walk the city for a few minutes and note where it feels slow or where pieces overlap (the next round).
Older releases
rc-2026-10-15-1 (2026-10-15)
2026-10-15 · rc-2026-10-15-1
Suvarna rebuilt on the reference capital's plan (#224, Boy 2026-10-14/15): a smaller, fuller walled city (353 × 321 m) with a moat all round, two avenues crossing at the temple-mountain, an open stall square south of the temple, and the Royal Palace beyond the north wall with its gate shut (you see its gate and roofs, never go in).
12 walled courtyards, each its own kind: training yards (Weaponsmith, Armourer), a lotus garden (Herbalist), a herb yard (Healer), temple courts (School, Monastery), a stable yard (Escort Agency), tea courts (Inn, Merchant Guild) with low tea tables, wealthy houses (Treasury, Jeweller), a weavers' yard (Tailor). The named NPC stands inside, facing the gate.
Low houses like the reference's: ground-level hall houses on a stone base with a front veranda and a Khmer gable roof (18 variants), street shops lowered to about 7.5 m; every building sits in its own cobbled apron behind a kerb.
Ground: a pale earth base under large stone pieces; flagstone courtyards. Trees: natural Blender trees in three kinds (tamarind, sugar palm, frangipani), no roots, never in a walking lane. Colours: the reference's colours for trees, buildings, props and plants. Light building shadows, dappled tree shadows. No barrels, crates or park benches.
Elephants fit every gate: courtyard gates are 4.8 m wide (the reference's ~4.9 m), the way in kept clear.
The camera sits further back (#225), like the reference: four to six buildings and a street on one screen.
A cleaner play screen (#228, #229): no task panel and no skill bar on the screen (Quests on F11, the skill bar shows in Martial Arts, F5; Q W E / A S D / Z X C still fire skills); the chat box stays docked bottom left and only grows taller or shorter.
Steady light (#222) and the classic key layout (#219): see the notes below and the CHANGELOG.
Suvarna v3 has no canals, terraces or port strip any more: the old Suvarna steps in the list below (canal bridge, market pond, palace terraces, port strip) now apply to the other cities' bridges and ponds only.
How to test it
Enter Suvarna through the south gate: the moat bridge, the avenue north to the open stall square and the temple-mountain behind it; at the far north end the palace gate is shut and only its roofs show over the wall.
Walk into the Weaponsmith's courtyard (west side): an open training yard with weapon racks and drums; the Weaponsmith stands beside the gate facing you.
Visit the Inn courtyard (south-west): low tea tables on a flagstone yard, the tea stall by the wall, houses round it.
Visit the Herbalist's courtyard (south-east): a lotus pond on grass with frangipani trees.
Look at any house: low, on a stone base with steps, a veranda on posts, a Khmer gable; no house towers over the street.
Look at the trees: tamarinds, sugar palms and frangipani only, trunks straight into the ground, no roots, none in a lane.
Ride an elephant (or any mount) in and out of a courtyard gate and every city gate: it fits without sticking.
The camera: four to six buildings fit on one screen (zoom in with the slider if you want the old view).
No task panel at the top left and no skill bar over the play screen; press F11 for the quest, F5 to see and set the bar.
Drag the chat box's ⇕ grip: it grows taller or shorter, and the box never moves.
Earlier ()
· Earlier
Raised bridges (T-84, #191): every stone bridge is now a real bridge. Steps climb from the bank at each end onto a level deck, 1.2 m up over a canal or a brook and 2.2 m up over the moat or a river, and back down at the far end. Whoever stands on a bridge (heroes, NPCs, mounts, dropped items) is drawn raised with it. Solid railings run along both sides: you can only get on and off at the ends, never step off into the water.
The four moat bridges round Suvarna (and Aurelia's) now reach across the whole moat. Beside a gatehouse the steps go down inside the bridge, so the bank by the gate stays free.
Sunken water (T-85, #193): canals, brooks and ponds lie 1 m below the street, the moat, rivers and lakes 1.5 m, between cut-stone banks: from the camera you see the far bank's stone face going down to the water, and a kerb along every bank. Boats float down on the water. At the moorings and quays, stone steps (ghats) lead down to a landing.
The pictures are still the old bridge pieces, raised, with plain stone steps and arches under the deck. The Khmer bridge set (naga causeway, corbelled arch bridge, small stone bridge, timber bridge) comes later from TopV.
Maps look painted (T-80, #183): a city's map shows the country round it (forest, fields, sea, the roads out of every gate, the rivers) with a little cloud at the far edges; wild lands and caves get soft cloud round their edges and corners. Clean names (townsfolk yellow, exits and portals red) never overlap, the map's name and your X/Y sit at the top, and Suvarna's terrace walls get a shadow at their foot.
Natural banks (T-89, #210): lakes and ponds with earthen banks read as sunk into the ground: a ragged grass lip over a dark shaded slope down to the water, mossy stones at the waterline, lotus pads, reeds, stones and leaves along the shore. You walk right up to the grass lip and stop there. Canals, the moat and the formal pools keep their stone.
How to test it
In Suvarna, walk south down the main avenue to the canal bridge: the hero climbs the steps, crosses the deck about a metre above the water and walks down the steps on the far side.
On the bridge, try to walk off a long side into the canal: the railing stops you.
Stand on the deck and look at the near railing: it is drawn in front of the hero, the far railing behind.
Drop an item from the bag while standing on the deck: it lies on the deck, not under it.
Walk over a small lane bridge in a district: the same steps, about 1.2 m up.
In Marakata, cross the river bridge: the deck is higher (2.2 m), with arches under it.
Look across any canal in Suvarna: the water lies below the street, the far bank shows its stone face, and both banks have a kerb. The boats sit down on the water.
On the port strip outside Suvarna's south gate, walk down the stone steps to the river: the hero goes down to a landing just above the water, and comes back up the same way.
Ride an elephant over a district footbridge in Suvarna: it fits between the railings and crosses.
Look at any bridge's steps up close: sandstone treads, laterite risers and balustrades, no flat grey shapes.
In Suvarna press M: round the walls you see the country (the forest to the west, farm fields, the river along the south, a road out of each of the four gates), with only a little cloud at the far edges and corners; nothing covers the streets, and no dark-blue band shows. Do the same in Aurelia: the sea to the south, the forest to the north.
At the top of the Map window: "Suvarna" and your X/Y, changing as you walk.
Look at the names: yellow dot + yellow name for townsfolk, red dot + name for each gate (Granary Fields, Drumhill, Mulberry Fields, Plumrain Orchards). No two names overlap; zoom in and more names appear.
Walk out to Greymoor Highlands and press M: cloud round the edges and corners and over the high rocks; the minimap (top right) shows the same cloud when you stand near the map's edge.
Go down into Coilwater Deeps (the cave under Coilwater Ruins) and press M: a grey smoke lies round the cave's edges instead of a black border.
Near Suvarna's palace terraces, the terrace walls have a soft shadow at their foot on the Map window.
Leave Suvarna by the south gate into Granary Fields and walk to the lake in the south-west: a grass lip hangs over the edge, the far bank shows a dark slope down to the water with mossy stones at its foot. Walk at the water: the hero stops with the feet at the grass lip, never out on the slope.
In Suvarna, go to the royal lotus pond in the Royal Gardens and the market pond: a grass verge round each, the same grass lip and earthen bank (no stone kerb), and the canal runs into the market pond with no bank across its mouth.
rc-2026-10-13-6 (2026-10-13)
2026-10-13 · rc-2026-10-13-6
No click marker (Boy, #170): a click or tap on the ground walks you there with nothing drawn at the spot.
Buildings stay on screen: big halls (the palace audience hall, the temple) no longer vanish and pop back as you walk past them. Each picture now shows while any part of it is near the view, not only its foot.
Mounts stop at walls: riding, the mount's whole body counts for collision (the elephant about 1.3 m round), so it never pushes its head into a house. Click-to-walk on a mount finds a way the animal fits through. Mounting (T) against a wall steps you out into the open, or says "No room for your Royal Elephant here".
How to test it
In Suvarna, click on open paving: you walk there, and no marker appears on the ground.
Walk from the Central Plaza north up the axis to the palace stairs and on toward the temple: the audience hall and the temple never disappear or flicker while they are on screen.
With a mount equipped (buy one at a stable), press T on the Central Plaza and ride straight into a house wall from each side: the animal stops at the wall, its head never goes inside.
Stand right against a house wall and press T: you step out a little and mount, or System chat says there is no room.
On foot, walk into a house wall from every side: you stop at the wall.
rc-2026-10-13-5 (2026-10-13)
2026-10-13 · rc-2026-10-13-5
The cities' internal ids are their real names (T-79, #171, #181): "no more tidetown, now it's Aurelia." The admin page, the game guide, the atlas, the world map and every tool now say aurelia, suvarna, kalara, marakata, caerwen, solara and valdhem. Nothing looks different in the game itself.
Saves move with it: every saved spot, last map, last city, home city, NPC quest step, plant and quest-boss timer is rewritten to the new ids when the server starts, so everyone is exactly where they left off.
Version 0.4.2: a page still open from before reloads itself for the new build on the welcome screen.
How to test it
Open the game: the welcome screen reloads once and shows v0.4.2 at the bottom.
Log in a test character: it is on the same spot, in the same city, as before the release, and its quest tracker shows the same steps.
Take the coach from Aurelia to Suvarna and on to Kalara: each ride works, and the loading picture for each city still shows.
Open the admin page, Logs: those coach fares are logged as coach:suvarna and coach:kalara (not capital or palmshore). Use a character above the free-ride level: a fare the Crown pays costs nothing and is not logged.
Open the test notes page's game guide (or docs/GAME_GUIDE.md): the cities are listed by their real names.
Open the World Map (M): all seven city pictures are there.
rc-2026-10-13-4 (2026-10-13)
2026-10-13 · rc-2026-10-13-4
Admin without a password (Boy's choice): on the test server the admin opens straight to the dashboard. It is still reachable only through the private SSH tunnel, and that key exists only on Boy's MacBook, so Mardy's PC and TopV can't open it.
How to test it
On your MacBook run cd ~/Documents/anajakonline && npm run admin:test.
The dashboard opens with no login page.
rc-2026-10-13-3 (2026-10-13)
2026-10-13 · rc-2026-10-13-3
Admin password fix: the command that sets the admin password used to stop after the account name and save nothing. It now asks for the password (hidden) twice and saves it.
How to test it
In the Mac Terminal app run: ssh -t -i ~/.ssh/anajak_test root@188.166.248.92 'cd /opt/anajak/app && sudo -u anajak env DATA_DIR=/opt/anajak/data npm run -s admin:password'
Press Enter at the name, type a password of 10+ characters twice, and see "✅ Password set".
Run npm run admin:test and sign in as Boy.
rc-2026-10-13-2 (2026-10-13)
2026-10-13 · rc-2026-10-13-2
Admin site v3 (T-80, #179):
A login page replaces the secret link. Each staff member signs in with an own password; optional 2FA; 5 wrong tries lock that name for 15 minutes. Roles: Owner, Game Master, Moderator, Viewer.
A new look (dark, with a light switch), with item pictures, hero portraits, NPC faces, creature pictures and city art.
Live dashboard and analytics, a heatmap, a live map, boss timers, economy and trades, automatic alerts, report tickets, chat logs, scheduled events, server mail and compensation, staff accounts and the admin log.
Every staff action needs a reason and is logged with the staff member's name.
207 new item icons (T-80): every boss trophy and the last placeholder items now have painted icons.
/report in chat sends a report to the staff; replies arrive as System mail.
How to test it
First, set your admin password on the test server (it asks twice in the terminal, nothing is shown): run npm run admin:password there. From your Mac: ssh -t -i ~/.ssh/anajak_test root@188.166.248.92 'cd /opt/anajak/app && sudo -u anajak env DATA_DIR=/opt/anajak/data npm run -s admin:password' (press Enter at "Account name [Boy]" or type your name, then the password twice).
On your Mac run npm run admin:test: the admin's login page opens. Sign in with your name and that password.
Type a wrong password 5 times with a made-up name: that name is locked for 15 minutes (it shows on the Admin log page).
Dashboard: see the players online, the per-city donut, new characters and coins per day. Click the sun icon at the top for the light theme and back.
Give items: pick a test character (Tester2), pick an item from the picture grid (try "Boss trophies"), write a reason, Give. In the game the item arrives with its picture in the bag.
Open Players, click a test character: the page shows the hero picture, bag, gear and vault with pictures, the timeline, and actions (each asks for a reason).
In the game, type /report Tester3 testing reports in chat: a report number comes back in System chat. In the admin, Reports: open it, write a reply, Save: the reply arrives in the game as System mail.
Staff: Add staff, pick Viewer, note the setup code; in a private window choose "I have a setup code" and set a password. That account can look at every page but not change anything. Revoke it afterwards.
My account (top-right menu): turn on 2FA with your phone's authenticator app (optional).
rc-2026-10-13-1 (2026-10-13)
2026-10-13 · rc-2026-10-13-1
The new Suvarna is live (#116, #180): the Khmer rebuild you approved on 2026-10-12 replaces the old capital for everyone.
Palace and temple terraces on one north–south axis, the Central Plaza with market rows, a canal or pond with bridges in every district, the river port with a working quay and moored boats.
30 trade buildings with carved picture boards, six kinds of houses, townsfolk in small groups at stalls, doors and wells.
Every named NPC keeps its name and quests, now in its trade's district: the King on the palace terrace, the Forgemaster in the crafting district, the sect recruiters, the Coachmen and Item Keepers in every gate yard.
Characters saved inside the old Suvarna wake up in the new city, beside the same NPC they stood near (on a spot they can walk away from), with a note in the System chat.
How to test it
Log in a test character that was standing in Suvarna before this release: it is in the new city, near the NPC it stood by, and the System chat says Suvarna was rebuilt. Walk away from that spot in every direction: nothing holds you.
Take the coach to Suvarna from any city: you arrive in the south gate yard by Coachman Huy (map 1674/3067) and Item Keeper Yan; open the vault, then ride the coach back out and in again.
Walk north up the main road to the Central Plaza (about 1700/2380): the open middle, Newbie Guide Jun, Market Steward Meri ("No tax on any sale here") and the market rows with dyed awnings.
Walk to the market street west of the plaza (about 850/1960) and the west canal (about 425/2240): water with lotus, lily pads and boats, and bridges you can walk across.
Visit the crafting district in the south-west (about 910/2670): Forgemaster Okon at the Royal Forge (556/2722) opens the forge.
Climb the palace grand stairs north of the plaza (about 1700/1650) to King Kaiming (1702/1407), then on up the temple grand stairs to the temple approach (about 1700/840).
Go to the river port in the south (about 1870/3320): the quay, cargo and moored Khmer boats.
Find Recruiter Yuelan (689/859, Lotus Blade School) and City Manager Ming (1525/1795) with Find NPC, walk to them by clicking, and talk: their quests still start.
Walk out through each of the four gates (Granary Fields, Drumhill, Mulberry Fields, Plumrain Orchards) and back in.
rc-2026-10-12-4 (2026-10-12)
2026-10-12 · rc-2026-10-12-4
NPC motion renewed (T-78, #168):
Every NPC breathes slowly (a 3-4 s loop) instead of standing still.
Every 6-10 s each NPC plays a short gesture of its trade (1-2 s): a weight shift, hands on the hips, a beckon, a head scratch or a hand to the chin. Neighbours never gesture in step.
Guards stand with the spear grounded beside the foot and the free hand on the hip. Hands are shaped, never flat or open around a shaft.
NPCs stay at their posts (decision D7).
How to test it
Stand in any city plaza with a test character and watch the NPCs for 30 seconds: each one breathes, and every few seconds one of them gestures, never two in step.
Walk up to a guard: the spear rests on the ground beside the foot and the other hand is on the hip.
Look at the merchants' and the elder's hands up close: curled, not flat; no hand passes through the body.
Talk to an NPC (click it): it turns to face you, holds still while you talk, and stays at its post.
rc-2026-10-12-3 (2026-10-12)
2026-10-12 · rc-2026-10-12-3
Riding renewed (T-78, #166):
On a mount the rider holds the weapon upright in the fist, as the reference's rider does, instead of wearing it on the back.
At a gallop the rider leans forward, sits low and rises and sinks with the saddle in time with the horse, and the weapon swings with the stride.
The mount at rest only swishes its tail (no more head dip).
Mounting and getting off stay instant, as in the reference.
How to test it
Get on a mount (T) in a city, bare-handed: the rider sits upright, both fists on the reins, and the horse only swishes its tail.
Equip a sword, club or spear and get on again: the rider holds it upright in the right hand.
Ride a long way across a plaza: the rider leans forward, bobs with the saddle in time with the hooves, and the weapon swings forward and back.
Stop: one frame and you are back at rest. Turn in all directions: the rider stays on the saddle in every heading.
Press T to get off: you stand at once with the weapon on your back.
rc-2026-10-12-2 (2026-10-12)
2026-10-12 · rc-2026-10-12-2
Hero motion renewal, heroes (T-78, #162), all four builds:
Hands are relaxed when empty, never a claw. Every weapon and tool sits in a closed fist, across the palm.
Out of a fight the weapon is worn on the back, and both arms swing when you run. For 6 seconds after a blow you stand in a fighting stance, weapon low in the fist.
Blows follow the reference: a short wind-up, the strike held for a moment, then the recovery. The spear is thrust with both hands.
The Qi wind-up goes crouch, arms in a T, arms overhead, then the weapon upright before the chest.
No flinch when struck. A knock-out is a quick fall onto the back, arms overhead.
The stand breathes slowly (2.6 s). The character window's doll holds your weapon.
Riding and NPCs come in the next releases.
How to test it
Enter the game with a test character and stand still: the hero breathes slowly, hands loosely curled, and any weapon you hold is worn on the back.
Run around: both arms swing, the weapon stays on the back. Stop and start: no little walk in between.
Attack a training dummy or a creature with a sword: a short wind-up over the shoulder, a cut that holds a moment, then back. Afterwards you stand with the sword low in your fist for a few seconds, then it goes back on your back.
Equip a spear and attack: both hands are on the shaft in the thrust.
Use a martial-arts skill (keys 5–8): crouch, T, arms overhead, then the weapon upright before the chest.
Let a creature hit you: no flinch, just the stance. Get knocked out: a quick fall onto the back, arms overhead.
Open the Character window (C) with a weapon equipped: the doll holds it.
rc-2026-10-12-1 (2026-10-12)
2026-10-12 · rc-2026-10-12-1
Test notes page: https://test.anajak.xyz/notes/ shows what is new and what to test, what changed by date, and where everything is in the game, made from the docs with every release (no GitHub needed). The "How to test it" steps have tick boxes that your phone remembers.
"What's new" link under Start Game on the welcome screen (test server only).
Two new lists in the docs: the changelog (every change by date, with where to find it) and the game guide (every city, map, cave, NPC with X/Y, boss time, system, item and key), regenerated from the game's data.
No change to how the game plays.
How to test it
On your phone, open https://test.anajak.xyz/notes/: the newest release is at the top, with the version under the title.
Tick two steps in "How to test it", close the page and open it again: the ticks are still there.
Open an older release lower down: it unfolds.
Tap "What changed": the days run newest first, grouped by World and maps, Cities, NPCs and quests and so on.
Tap "Where is everything" and search "Tusk Lord", then "Recruiter", then "F8": only the matching places and lines stay.
Switch the phone to dark mode and back: the page follows.
Open the game on the test server: a small "What's new" link sits under Start Game and opens the notes page.
rc-2026-10-11-3 (2026-10-11)
2026-10-11 · rc-2026-10-11-3 · main afc0b6aa
Silhouettes behind trees and buildings (T-40, #151): a hero or creature walking behind a tree, wall, tower or building shows as a soft flat silhouette over it, so you never lose sight of it. The tree or building is not faded. Your own hero is the brightest, party members green, other heroes pale, creatures a warm grey-red. A covered hero's name tag and health bar stay on top.
Bag and stall reworked (T-41b, #149):
The bag has a tool row: extended bag, sort, check equipment, split a stack (with an amount box), and stall.
Moving items: click an item once to pick it up (it follows the cursor), click a slot to put it down (swap or stack). Esc, right click or a click outside puts it back. Works into the Item Keeper's vault, the stall, equipment and the hotbar; on phones tap, then tap.
Skills and Social moved into the Character tab.
Stall: a "Shop of <name>" window with a title, prices, Switch to vending and messages; opens anywhere on land. Goods put on sale leave the bag and wait on a shelf with their prices, through closing the window, a knockout, logging out or a server restart.
No tax on trades or stall sales: the full amount arrives (approved by Mardy for Boy; say if the 5% burn should come back).
Living water, waterfalls, fog and clouds (T-64, #152): lakes, rivers, ponds, canals and moats are one even jade with ripples, lily pads, lotus, glints and splashes (the sea keeps its blue-green); a stream running into a lake is the same colour. Shallow streams can be waded across. Waterfalls drop off wooded hills at river sources and lake shores, with mist at the foot. Fog over lakes and falls, cloud over high ground, and clouds on the minimap and Map window (wild lands only).
Tests: the boot check waits up to a minute for a cave's Map picture (it is made a little each frame since T-77).
How to test it
Walk your test hero behind a big tree and behind a building: a silhouette shows over it, and the name tag stays on top. Do the same near a creature in the wild.
Open the bag: click an item, move the mouse (it follows), click another slot (they swap). Press Esc while holding one (it goes back). Try the tool row: sort, split a stack.
Open the Item Keeper and move an item into the vault and back with clicks.
Open the stall from the bag, set a title and a price, Switch to vending; close the window and reopen it: the goods and prices are still there. Sell one to a second test hero: the seller gets the full price (no tax).
Check that Skills and Social are inside the Character tab.
Go to a wild land with a lake or river: jade water with lily pads, a stream meeting a lake with no seam; wade across a shallow stream. Find a waterfall (river sources, lake shores near hills) and look at the mist.
Open the minimap and the Map window in the wild: soft clouds round the edges and over high ground. In a city the map stays clear.
Art review of the water and waterfalls is yours (Mardy asked on #152).
rc-2026-10-11-2 (2026-10-11)
2026-10-11 · rc-2026-10-11-2 · main 9177db34
No more freeze after entering the world (T-77): the game used to stop for many seconds (15 s on a real graphics card) just after a map appeared, while it drew the whole map as one picture for the minimap and the Map window. That picture is now made a little each frame while you play (a city's is ready 2–4 s after arrival), and each soft ground edge blurs only its own box. The longest pause after the loading screen is now about 0.1 s.
Map glitches fixed: a map change mid-drawing no longer leaves the previous map's picture on the minimap and Map window; switching the Map window away before its picture loaded no longer throws an error; the open Map window no longer stutters; the minimap no longer flashes the plain map on every map change.
Smaller game: 747 unused files removed (9.2 MB): old pixel creature and mount pictures replaced by 3D, an unused wall kit, and unused nature, UI and icon pictures.
Tests: a boot check that fails on any freeze over 350 ms after the loading screen; the quest-boss edge check allows for their roaming; the boot test's hero is grown before the cave visits.
How to test it
Log in and walk around right after the loading screen (no stop)
Change maps a few times and open the Map window during and after the change. A short pause (about half a second) can remain on a map change
That is the next step
rc-2026-10-11-1 (2026-10-11)
2026-10-11 · rc-2026-10-11-1 · main a8607076
Full download before play (T-06, Boy's decision D8):
The welcome screen now downloads the whole game (about 440 MB) before Start Game shows.
Nothing downloads during play: every map, even a new one, loads from the device. Phones still keep only the current map's art in memory.
After a release, the welcome screen downloads only the files that changed.
A version too old to play shows "Update required" on the welcome screen.
The fonts now come with the game.
PC launcher (launcher/): a 6 MB desktop app that downloads the game to disk, updates it, and plays from disk. Built and tested on macOS; the Windows steps are in launcher/README.md. Not signed or published yet.
Phone app scaffold (mobile/): a Capacitor project with the whole game inside. What Boy needs for TestFlight ($99/year) and Google Play ($25 once) is in mobile/README.md.
How to test it
Open the game in a clean browser on Wi-Fi and let the bar finish
Then play and visit a few maps (no waiting for art)
Open it again (ready at once). On an iPhone, the first download is big: use Wi-Fi
rc-2026-10-10-5 (2026-10-10)
2026-10-10 · rc-2026-10-10-5 · main 6969dfd3
Loading screens (T-55): the screen between maps now looks like the classic PC one in our jade and bronze: a patterned top band, the map's painting in a wide band, and under it the loading bar in a bronze frame with the map's name on a small sign and one short tip. No percent number. The welcome screen's download bar matches it. The timing is the same as before (about 1.8 s for a map that is ready).
How to test it
Take a coach or walk through a gate and watch the loading screen
Open the game fresh and look at the download bar on the welcome screen
rc-2026-10-10-4 (2026-10-10)
2026-10-10 · rc-2026-10-10-4 · main 1086f434
Caves (T-73):
Side chambers: a low tunnel in the west wall of the Coilwater Deeps' first floor leads down to the Glowworm Grotto (Lv 50–58). The Dragon's Furnace's first floor opens east onto the Slag Pits (Lv 66–74). Each has its own creatures and a leader.
Caves stay dead ends: the way out is the stair you came down, or a Return Charm.
Cave people with quests: Explorer Pei near the Deeps' way out, Crystal Cutter Lan in the grotto, and Ash Prospector Bao by the Furnace's stair up.
Quest bosses inside the caves: the Glowworm Matriarch and the Slag Tyrant rise at a random spot along their chamber's edge (no announcement), and Lan's and Bao's last quests ask for them.
The minimap and the Map window inside caves show the cave's rock all round, with no black void and no grey or pink edges.
How to test it
In the Coilwater Deeps (Lv 45+), talk to Explorer Pei, take the west tunnel into the Glowworm Grotto and find Crystal Cutter Lan
Open the minimap and the Map window in every cave floor and look at the edges
Walk back up the stairs
Try a Return Charm in a side chamber
rc-2026-10-10-3 (2026-10-10)
2026-10-10 · rc-2026-10-10-3 · main cf3df45d
PC controls (T-30): the mouse does everything: left click moves, talks and picks up; right click uses a skill; Ctrl + right click views a player; F2 settings, F3 character, F4 bag, F8 PK. On phones, drag to move. Settings → Controls lists them.
Character screens (T-54):
The server list shows signal bars, a clearly lit chosen row, and works with ↑ ↓ Enter Esc.
The login is its own screen (no box over the server list), and the creator's build words sit in its panel (no floating tip).
The heroes on the pedestal are the game's own four builds, twice as sharp, turning in 16 views.
The painting behind the heroes moves gently (branches, cloth banners, waterfalls and mist), looping.
How to test it
Walk, talk and pick up with the left mouse button only, and try the F keys (T-30)
On the server list use the arrow keys, log in, and watch the background behind the hero on the creator (T-54)
rc-2026-10-10-2 (2026-10-10)
2026-10-10 · rc-2026-10-10-2 · main bd56f15f
Ancient diving (T-75): no air tanks, fins or masks any more: you hold your breath.
Breath grows with your Diving level (60 s at Lv 1, 136 s at Lv 20), and so does your swimming speed.
Swallow a breath pill underwater to stay down longer: Kelp (+30 s, from the Harbor Captain), Pearl (+60 s) and Dragon-Lung (+120 s) from the dive workshop. Pills add at most +240 s to a dive.
The Leviathan Pearl (it replaces the O₂ mask) gives +120 s on every dive while it is in your bag.
Old tanks, fins and masks have become breath pills; the game says so at login.
The harpoon now has its own skill, the Tide-Piercer Throw (keys 5–8, underwater only). It pierces up to three fish and is taught by the Harbor Captain.
Three underwater treasure quests: the Widow of the Sea's knife (in a shipwreck), the Harbor Captain's bell shards and the sunken envoy's jade seal (in an oyster).
No bought-pack art (T-05): the last 20 bought-pack pictures (the old flat pets and three old creature sheets) are gone; pets and creatures use our own 3D art. A new check (npm run check:licensed, also in the bot test) keeps pack pictures out, and CREDITS.md is gone because everything in the game is our own.
How to test it
Equip a harpoon and dive from Aurelia's pier
Watch the Breath ring
Swallow a Kelp pill underwater
Learn the Tide-Piercer Throw from the Harbor Captain and throw it at a school of fish
Take The Pearl-Diver's Knife from the Widow of the Sea and open shipwrecks. Equip each pet (Red Fox, Tree Frog, Squirrel Wizard, Dragonling): it should follow you, and its bag icon should show (T-05)
rc-2026-10-10-1 (2026-10-10)
2026-10-10 · rc-2026-10-10-1 · main 6ba8929c
Chests (T-70): opening a chest shows a 0–100 % bar over it. A hit stops it, and the next try starts from 0.
Admin and anti-cheat (T-42): a new admin dashboard (who is online, coins made and burned, alerts), give any item with a reason, log filters. The server now refuses speed hacks, teleports and message floods, and raises alerts.
One hero per account (T-52): new accounts make one hero. Older accounts keep every hero they had.
Gathering (T-72): you need a tool for trees, rocks and ore (craft the first Stone Axe and Stone Pickaxe at the Forge). Caves hide Cave Jade, Ember Ruby and Starfall Stone, which make three new Forge weapons. All of it trades, and none of it sells to a shop, so no new coins appear.
Rankings (T-39): top level and top wealth, a daily snapshot, opened from the minimap "?".
Names (T-53): hero names are 5–16 letters, digits, _ and .; no spaces or symbols; unique however you write the capitals. The creator says at once what is wrong. Older names are kept.
Weapon skills and sects (T-74): skills belong to a weapon type. Three sects (Lotus Blade, Azure Spear, Oakstaff) teach their own skills; join one from level 10 at its Recruiter. Leaving costs burned coins and a 7-day wait.
Click marker (T-31): a small marker on the ground where you click or tap to walk.
Level up (T-33): a short column of light and "Level N" over your hero, plus a System chat line.
Dropping items (T-76): drag an item from the bag onto the world to drop it at your feet. Anyone can pick it up, and it vanishes after 2 minutes. Valuable items ask first. Bound and token-bought items never drop.
Creature names (T-22): no levels over creatures; a name turns red when the creature is 10+ levels above you. A big level gap makes the weaker side miss a lot, both ways.
HUD (T-36): the bars, chat box, action bar and menu bar are laid out like the classic PC version's screen.
Welcome screen (T-50): a new painting of our own and a smooth Start Game button.
World layout (T-66): no city sits next door to another any more. Five new road lands (Mudcrab Flats, Redsand Scrub, Bamboo Ridge, Ochre Hills, Longgrass Plain) sit between neighbouring cities.
Item Keeper (T-25): clicking the keeper opens the vault at once; keepers stand behind a storehouse counter.
Shore waves (T-64): rows of foam roll in to the beach.
Quest bosses (T-71): the bosses a quest sends you after (Tusk Lord, Blackfin, Dune King, Iron Tiger) rise at a random spot along the edge of their map, lie where they fell until they rise again (30 minutes to 12 hours, depending on the quest), and are never announced. Their timers survive a server restart. The golden world bosses keep their clock.
Behind the scenes: the boot check's AFK test and the rare-boss test are steadier.
How to test it
Make a new hero: try a name with a space or a symbol, then a good one like Tester_2 (T-53). Only one hero per account (T-52).
Open a chest and let a creature hit you halfway; the bar stops (T-70).
Drag something cheap from the bag onto the ground, then an Iron Sword (it asks first) (T-76).
Try to chop a tree by hand, then craft a Stone Axe at the Forge (T-72).
Visit a sect Recruiter next to a School Transporter at level 10+ (T-74).
Walk between two cities: there are always wild lands in between, and look at the new road lands (T-66).
Look at the new HUD, welcome screen, click marker, level-up light and shore waves (T-36, T-50, T-31, T-33, T-64).
Find the Tusk Lord at the edge of Lanternwood, defeat it, and see its body stay (T-71).
Open the minimap "?" for the rankings (T-39), and the admin page for the dashboard and Give item (T-42).
rc-2026-10-09 (2026-10-09)
2026-10-09 · rc-2026-10-09 · main a1daf527
Gate guards (T-18): each city gate now has one guard, standing outside the gate where you can see the whole body. No more guards hidden inside the gatehouse picture, and nobody stands on the towers.
Creature legs (T-19): creatures' legs move in step with how fast they go, so they no longer slide or run on the spot, even when they turn or close in to attack.
Street props (T-20): barrels, crates and other props stay off the streets, and tall props no longer stick out over a roof in front of them. Smithy anvils now sit in the yards.
PK (T-21): only two states now: No PK, and PK (your name turns red). Switch with the PK button on the menu bar or F8. In PK you can attack anyone except your own party. Safe zones and the level-20 rule stay.
AFK (T-24): when you stop playing for a while, other people fade away one by one (about 30 seconds for a full square), the buildings stay, and there is no dark overlay any more. Move and everyone comes back.
Behind the scenes: the bot test and the boot check are steadier on a busy machine. New docs: Boy's decisions D6 (plain cloth banners in Suvarna), D7 (NPCs stand still) and D8 (full download before play, updates only on the welcome screen); Suvarna is Khmer only; the Suvarna city build bible; the graphics quality bar; cities first.
How to test it
Walk out of each city gate and look at the guard (T-18)
Watch creatures walk and chase (T-19)
Look along the streets for props in the way (T-20)
Turn PK on and off with F8 and try a fight with a party member (T-21)
Leave the game alone in a busy square and then move (T-24)
rc-2026-10-05 (2026-10-05)
2026-10-05 · rc-2026-10-05 · main 794debf8
The new Aurelia (Mardy's reference layout, the European building kit, eight-sided walls and terraces), forage pickups give 1 most times (T-16), and the ring under NPCs (T-17).
No test list for this release.
rc-2026-10-04b (2026-10-04)
2026-10-04 · rc-2026-10-04b · main 5d0a506d
The first release candidate for play-test round 2. It replaces rc-2026-10-04.
T-01: the world atlas and the bestiary are on main.
Main's starter-city layout (Sre Meas, Bracken Glen) wins where both define a map.
The atlas adds fields between the starter cities and the wild lands (Cypress Rise, The Saltpans, Redvine Slopes, the four Suvarna fields, Veal Khsach) and second cave floors.
The bestiary adds creature rosters by zone tier: map leaders, golden world bosses, elements and status blows.
T-02: phones stay inside their memory (the iPhone white screen and loop back to the welcome screen).
Map changes free the last map's art.
Only drawn pictures become textures, and the sea loads only sea art.
Phones load the city kits at half size.
Phone texture memory went from 1.2–2 GB to about 0.4 GB.
T-03: the first download is about 100 MB instead of the whole game (440 MB).
Other maps load when visited and are kept for next time.
Requests have time limits and a retry, so the bar no longer sticks.
How to test it
IPhone entering 5 times in a row (T-02), loading never stalling on a phone connection (T-03), the new fields and their creatures and NPCs (T-01)
rc-2026-10-04 (2026-10-04)
2026-10-04 · rc-2026-10-04 · main dc98b6fd
T-01 only (the world atlas and the bestiary). Superseded by rc-2026-10-04b.
No test list for this release.
Every change to the game, newest day first, in plain words, with where to find it in the game and the task id and pull request (#number) or commit. Dates are the day the change landed on main, in Boy's time (UTC+7). Release candidates on the test server are listed under the day they were tagged; their full notes are in RELEASES.md. Where everything is today (maps, cities, NPCs, systems) is in GAME_GUIDE.md.
Every pull request adds its line here under today's date (CLAUDE.md, "Every change"). Headings, in this order: World and maps, Cities, NPCs and quests, Combat and skills, Items and economy, UI and controls, Art and look, Technical. A day lists only the headings it has.
2026-10-15
UI and controls
A cleaner play screen, like the classic PC client (T-227): no task panel on the screen (a new task is a System line and a short toast; the Quests window, F11, holds it), and the chat box stays docked at the bottom left; it only grows taller or shorter (drag its ⇕ grip). (t-227-classic-hud)
No skill bar over the play screen, like the classic PC client (T-229): the Q W E / A S D / Z X C keys still fire their skills; the bar shows only while the Martial Arts window (F5) is open, to set the keys. Phones keep their skill rings. (t-229-no-skill-bar)
Technical
New releases reach the test server by themselves: GitHub deploys every new rc-* tag to https://test.anajak.xyz within minutes, so Boy's Mac no longer has to be on (.github/workflows/deploy-test.yml; ops).
2026-10-14
UI and controls
The classic MMO key layout (#214): skills on Q W E / A S D / Z X C with 9 slots on the bar (was 4, keys 5–8), tonics and food on 1–8 (was 1–4), Space picks up loot (was Z; attack is a click or the attack button), F talks and uses (was E), V meditates (was R), M mounts (was T), Tab map (was M), B rankings, F5 martial arts (was K), F6 friends, F11 quests (was L). At sea W A S D still steer the dive and Space still throws the harpoon. Old characters keep their skill bar; the new slots start empty. Every key: Settings → Controls.
Art and look
Suvarna is a stone city now (#186), like the reference capital measured (about 54 % of its ground is stone paving, the rest gravel roads, kerbs and plaza stone, grass only as small tufts): square-stone paving everywhere inside the walls, the streets laid in laterite and sandstone setts between pale kerbs, lawns paved except in the Royal Gardens, and small painted grass tufts (our own art) along the kerbs and the wall feet. See any street in Suvarna (the market street by the West Gate).
The land maps take the reference client's time-of-day light (Boy, 2026-10-14): by day the art shows exactly as painted (no more cool tint over every map), morning and dusk a little dimmer, the night a light cool blue at 84–91 % (the reference's own night table, kept at 30 % so a town stays bright and alive at every hour; the old dark overlay took up to 48 % off). Caves keep their own darkness.
Natural ponds and lakes read as sunk into the ground now (T-89, #210, #217): a ragged grass lip hangs over the edge, below it a dark shaded bank runs down to the water (darkest under the far bank, which turns away from the light), with mossy stones at the waterline and lotus pads, reeds, laterite stones and fallen leaves along the shore. You walk right up to the grass lip and stop there. See the lake south of Suvarna in Granary Fields, any lake or deep river in the wild lands on grassy ground, and Suvarna's garden and ward ponds (the royal lotus pond, the market pond). Canals, the moat, the reservoir and the temple and palace pools keep their cut-stone banks.
Technical
The boot check (npm run check:boot) now tests the moving character-screen backdrop on every machine, also on Windows PCs with Animation effects switched off, where the browser asks for reduced motion (T-54).
2026-10-13
World and maps
Walls hold for riders too (#170): riding a mount (the elephant most of all) the animal's whole body now stops at a house wall, a stall or the water instead of pushing its head inside, and click-to-walk plans a route the mount fits through. Mounting (T) right against a wall steps you out into the open, or says there is no room. Buildings no longer vanish and pop back while you walk past them (the big halls, like the palace audience hall in Suvarna, did).
Cities
Suvarna's houses are real Khmer house types at the measured size (#186): small envelope-roof stilt houses, long gable houses and porch houses in thatch in the wards; tiled double-roof and terrace houses with pale walls and red-brown posts in the noble ward; two-storey street shops with open fronts in the market. Three variants of each, 10–16 m fronts. In game: walk the wards, the noble ward and the market in Suvarna. (t-186-suvarna-houses)
Bridge polish (T-84, #191): the bridge steps, balustrades and the stone under the decks are textured stone now: laterite risers and walls, sandstone treads and coping, weathered and damp at the water. The steps at the far end of a bridge show past its deck. Footbridges are 4 m wide between the railings wherever the canal banks allow, so an elephant fits across. Someone standing on a bridge stands by the railing. Lily pads and the water's ripples sit down on the sunken water. Cross any canal bridge in Suvarna on an elephant to check it.
Water lies below the street now (T-85, #193, #195): canals, brooks and ponds 1 m down, the moat, rivers and lakes 1.5 m down, between cut-stone banks with a kerb. Boats float down on the water, the bridges' arches reach down to it, and at every mooring and quay stone steps (ghats) lead down to a landing at the water. See any canal in Suvarna, or the steps down to the river on the port strip by the south gate.
Bridges are raised now (T-84, #191, #195): you climb steps at each end onto a deck 1.2 m up over a canal or a brook and 2.2 m up over the moat or a river, then walk back down; solid railings run along both sides, so you get on and off only at the ends. The moat bridges now reach across the whole moat. Walk over any canal bridge in Suvarna (for example on the south avenue) or the river bridges in Marakata. The Khmer bridge pictures (naga causeway, corbelled arch, small stone and timber bridges) come later; until then the old bridge pieces are raised, with plain stone steps.
Boy's decisions: Suvarna stays 600 m but gets bigger buildings, more temples, more props and horses (D12; #170). Other cities keep civic landmarks, not temples, for now (D9; #159).
Boy's decisions: no banners anywhere, including Suvarna (D6 changed), and Suvarna's market uses mats and palm-thatch shades instead of colourful awnings (D11). The banners come out of the city in Step 14 (docs/TASKS.md, docs/cities/SUVARNA.md; #170).
Suvarna gets a third reference board, the master target for Step 14: layout, street tiers, buildings by job, walls, bridges and plants. It comes with notes on what to change: the Bayon tower instead of a fountain, Khmer roofs instead of Thai, Khmer boats, no banners (docs/cities/SUVARNA.md; T-116).
TopV study notes in docs/cities/SUVARNA.md: measured layout patterns from the reference towns (how much ground is paved, built and green; open-square share; street widths; compounds and row blocks), building types by job, NPC numbers and spacing, colours and grounding, and how cities sit in their landscape, as targets for Step 14 (#170). Nothing changes in the game yet.
Draft city bibles for the five cities still to come, each marked "DRAFT: Boy's full brief pending": Kalara (Ancient Egypt, #173), Caerwen (Medieval Europe, #174), Marakata (Imperial Chinese, #175), Solara (Arab / Silk Road, #176) and Valdhem (Norse, #177), in docs/cities/ with Boy's boards. Each lists 30+ trades with their yards, 6 house variants, the aged palette, the kit and a pilot block, and ends with "Open points for Boy". The queue is the "Order" table in WORLD_CIVILIZATIONS.md. Nothing changes in the game yet.
The new Suvarna is live (#116, #180). The capital is the Khmer rebuild Boy approved on 2026-10-12: Palace and temple terraces on one axis, the Central Plaza with its market rows, a canal or pond with bridges in every district, the river port with moored boats, and 30 trade buildings with their own picture boards. Every NPC keeps its name, id and quests. Take the coach to Suvarna, or walk in from Granary Fields, Drumhill, Mulberry Fields or Plumrain Orchards.
NPCs and quests
Type /report <name> what happened (or /report what happened) in chat to send a report to the staff (T-80, #179). You get a report number in System chat, and the staff's reply arrives as System mail.
Items and economy
Every item now has a painted icon (T-80, #179): 207 items that only had a placeholder (the boss trophies, the five essences, Old Bronze Scrap, Ember Ash, the Jackal Pelt and more) got pictures in the same style as the rest. Open your bag after a named boss kill, or look at any boss trophy at a stall.
UI and controls
The camera sits further back, like the reference (T-226): on a PC the hero is about 6.8 % of the window's height (was 11 %), so a screen holds four to six buildings, a street and its people. The zoom slider still reaches the old close view. Phones unchanged. (t-226-jx-camera)
Esc (or a right click) with an item held in the bag now always puts it back in its slot: the floating copy of the item no longer stays on screen when the game is busy or the tab is in the background (bag, F4; T-41b, #196).
No more marker on the ground where you click to walk (Boy, #170): a click or tap still walks you there, with nothing drawn at the spot. Everywhere, on PC and phone.
The Map window (M) and the minimap look like a painted map (T-80, #183, #194). A city's map now shows the country round it, like the wild lands: the forest, jungle, fields, beach and sea of its region, a road out of every gate and its rivers running on, with only a little cloud at the far edges and corners (nothing inside the walls). Wild lands and caves get soft cloud round their edges and corners (caves a grey smoke), so no bare black, white or blue band shows at any zoom. Townsfolk are a small yellow dot with their name in yellow, every exit and portal a red dot with its name, and names are nudged apart so they never overlap (zoom in to see the ones that don't fit). The map's name and your X/Y sit at the top of the Map window, and Suvarna's terrace walls get a shadow at their foot so the high ground reads.
Art and look
Suvarna's art gets one colour grade (#186, review renders only, nothing changes in the game yet): weathered grey-green sandstone, red-brown laterite, orange-brown clay roof tiles, pale paving and deeper tropical greens, with a palette sheet for the kit (art-source/hd/midpoly/suvarna/grade/). Suvarna's building sprites no longer bake a long sun shadow behind each building; the game's own short shadow to the lower right is the only cast shadow (scripts/blender/render_suvarna.py).
Four Market Square props for the seller mats in Suvarna (#186, rendered, not packed until Boy's OK): a bronze balance on a wooden tripod, river fish on a banana leaf, a clay pot on three hearth stones with embers and a stack of rice baskets (city/khmer, ids scale_balance, fish_leaf_mat, hearth_three_stone, basket_stack).
Technical
Team rule: TopV is the project lead. It decides, approves, merges and releases, and it gives the other machines their work. Boy can still overrule anything (CLAUDE.md, "Team"; T-116).
Team rule: TopV now leads the whole Suvarna city (layout and art), and the other machines follow its study (CLAUDE.md, "Workers"; T-116).
Team rule: TopV (Boy's MSI laptop) is auto-approved and never waits for Boy's OK; Boy reviews its renders afterwards (CLAUDE.md, "Workers"; T-116).
The colour grade loses a desaturation line that never took effect, so the game looks exactly the same; Boy kept the current look (src/client/common.ts; #182).
Task board: Suvarna comes first. Aurelia (#160) is paused, and Boy's Mac, Mardy's PC and TopV all work on Suvarna: layout #170, map look #183, kit #185, Bayon tower #184, trees and colour #186 (docs/TASKS.md, "Current focus"; T-116).
City design rules for all seven cities (a central monument in every city, 8–12 building families from reusable parts, no accidental empty ground, NPCs visible from the game camera) and Suvarna's Step 14 target structure (docs/CITY_BUILD_RULES.md §10, docs/cities/SUVARNA.md, docs/cities/WORLD_CIVILIZATIONS.md; T-116).
The seven cities' internal map ids are now their real names everywhere (T-79, #171, #181): aurelia, suvarna, kalara, marakata, caerwen, solara and valdhem (they were tidetown, capital, palmshore, jadecross, ironvale, sunreach and frosthold), in the admin page, the game guide, the atlas, the world map, NPC ids, loading and map pictures. The save moves to version 14 and rewrites every stored id (the admin's per-map stats and heatmaps too), so every character wakes up on the same spot; the game version is 0.4.2 and an older page reloads for the new one.
Test-server admin: no password (Boy's choice). It opens straight to the dashboard through npm run admin:test; it is reachable only through the SSH tunnel whose key is on Boy's MacBook. Opt-in per server with ADMIN_TRUST_TUNNEL=1.
npm run admin:password no longer quits silently after the account name: it now asks for the password (hidden) and saves it.
Characters saved inside the old Suvarna land beside the same NPC in the new city (on the nearest spot they can walk from the spawn, else the spawn), with a note in the System chat (#116, #180). A server can fall back to the old city with SUVARNA_V2=0.
Admin site v3 (T-80, #179): a new staff site, dark by default with a light theme, with pictures for every item, hero portraits, NPC faces, creature pictures and city art. It opens on a login page: each staff member has an own password (the Owner sets the first with npm run admin:password on the server; staff get a one-time setup code), optional 2FA, a 15-minute lockout after 5 wrong tries, and roles (Owner, Game Master, Moderator, Viewer). Every action needs a reason and goes in the admin log. New: live dashboard and analytics (active players, retention, sessions, peak hours, levels, the newbie-guide funnel, heatmap, economy), automatic alerts (cheats, bots, multi-accounts, duplication, chat spam, gold farming), report tickets, chat logs, player timelines and per-player rollback, scheduled events (EXP boosts, boss events), server mail and compensation. Tables page on the server and export to CSV; it stays fast with 10,000 heroes. npm run admin opens the login; npm run admin:test for the test server.
The art ledger logs the 14 Higgsfield motion test jobs of 2026-10-13 (13 library clips at 8 credits, 104 in all, plus one refunded failure): tried for the missing hero moves and judged unusable, so none are in the game (T-86, #201).
npm run ledgers writes Boy's spending summary to "Anajak Online Projects/Ledgers" even when run from a worktree; before, it made a stray Ledgers folder inside the workspaces folder (scripts/ledger-summary.mjs; fix-ledger-path).
2026-10-12
NPCs and quests
Market Steward Meri (Suvarna plaza) now says there is no tax on sales, matching Boy's decision D10.
NPCs come alive like the reference (T-78, #168). Every townsperson breathes slowly and plays a trade gesture of its role (a weight shift, hands on hips, a beckon, a head scratch, a hand to the chin) every 6-10 s, each at its own time. Guards ground the spear beside the foot with the free hand on the hip; hands are shaped, never flat. NPCs still stay at their posts. Watch any city's plaza for half a minute.
Combat and skills
Heroes fight like the reference (T-78, #162). Out of a fight the weapon is worn on the back and both arms swing in the run. For 6 s after a blow the hero takes a fighting stance, weapon low in the fist. A blow is a short wind-up, then a strike held for a moment. The spear is thrust with both hands. The Qi wind-up goes crouch, T, V overhead, then the weapon upright before the chest. A struck hero no longer flinches. A knock-out is a quick fall onto the back, arms overhead. Try it on any training dummy or creature.
UI and controls
A "What's new" link under Start Game on the welcome screen opens the test notes page. Test server and dev only, never in the launcher or the phone app (#163).
Art and look
Riding like the reference (T-78, #166). The rider holds the weapon upright in hand on a mount, instead of on the back. At a gallop the rider leans forward and rises and sinks with the saddle, frame for frame with the horse. The mount at rest only swishes its tail. Press T on a mount in any city.
Hero hands and grips renewed for all four builds (T-78, #162). Empty hands are relaxed, never a claw. Every weapon and tool sits in a closed fist across the palm. The stand breathes once every 2.6 s, and the character window's doll holds the equipped weapon. Before/after sheets are in docs/motion-v2.
Technical
This changelog and the generated game guide, docs/CHANGELOG.md and docs/GAME_GUIDE.md (npm run docs:guide, checked by npm run check:docs and the bot test) (#163).
The test notes page, https://test.anajak.xyz/notes/, built with every deploy: New to test (the newest release with a tick-box "How to test it" list remembered on the phone), What changed (this changelog) and Where is everything (the guide, searchable) (#163).
Release on the test server: rc-2026-10-12-1 (the notes page, the changelog and the guide).
2026-10-11
World and maps
Lakes, rivers, ponds, canals and moats are one even jade with ripples, lily pads, lotus and glints; shallow streams can be waded across. Where: any wild land with a lake or river (T-64, #152).
Waterfalls drop off wooded hills at river sources and lake shores, with mist at the foot; fog over lakes and falls, cloud over high ground. Where: the wild lands (T-64, #152).
Cities
Plan, not in the game yet: one civilization per city with a 90–95 % main identity, and Suvarna's rules for foreign touches. Where: docs/cities/WORLD_CIVILIZATIONS.md (91c0cd9b).
Plan, not in the game yet: the Aurelia master bible (classical Roman) with Boy's three boards, queued after Suvarna step 13 (f45ae369).
Boy's rule: townsfolk may make short walks inside their own yard or stall (an exception to D7), Aurelia first (10e83914).
Items and economy
Player stalls open anywhere on land as a "Shop of <name>" window with a title, prices and Switch to vending; goods on sale wait on a shelf through closing the window, a knockout, logging out or a server restart. Where: bag (F4) → stall button (T-41b, #149).
No tax on trades or stall sales: the seller gets the full price. Boy confirmed it as decision D10 (T-41b, #149; f87aa57f).
UI and controls
The bag has a tool row: extended bag, sort, check equipment, split a stack (with an amount box) and stall. Where: bag (F4) (T-41b, #149).
Items move by click: click once to pick an item up, click a slot to put it down; Esc, right click or a click outside puts it back. Works in the bag, the Item Keeper's vault, the stall, equipment and the hotbar; on phones tap, then tap (T-41b, #149).
Skills and Social moved into the Character window. Where: F3 (T-41b, #149).
Clouds round the edges and over high ground on the minimap and the Map window, in the wild lands only (T-64, #152).
Art and look
A hero or creature behind a tree, wall, tower or building shows as a soft silhouette over it: your hero brightest, party green, other heroes pale, creatures warm grey-red; name tags stay on top. Where: everywhere (T-40, #151).
Technical
The welcome screen downloads the whole game (about 440 MB) before Start Game shows; nothing downloads during play; after a release only changed files download; a too-old version shows "Update required" (T-06, #155).
A 6 MB PC launcher that downloads the game to disk, updates it and plays from disk (macOS tested, not signed yet). Where: launcher/ (T-06, #156).
A phone app scaffold (Capacitor) with the whole game inside; TestFlight and Google Play steps in mobile/README.md (T-06, #157).
No freeze after entering the world: the minimap and Map window picture is drawn a little each frame (a city's is ready 2–4 s after arrival); map-change glitches fixed; 747 unused files (9.2 MB) removed (T-77, #153).
Releases on the test server: rc-2026-10-11-1 (T-06), rc-2026-10-11-2 (T-77), rc-2026-10-11-3 (T-40, T-41b, T-64).
2026-10-10
World and maps
No city sits next door to another any more: five new road lands. Mudcrab Flats (between The Saltpans and the Sugarpalm Coast), Redsand Scrub (Veal Khsach to the Sunscorch Desert), Bamboo Ridge (Mulberry Fields to Lanternwood), Ochre Hills (Granary Fields to the Brokenblade Canyons) and Longgrass Plain (Brokenblade Canyons to Marakata) (T-66, #138).
Cave side chambers: the Glowworm Grotto (Lv 50–58) through a low tunnel in the west wall of the Coilwater Deeps' first floor, and the Slag Pits (Lv 66–74) east off the Dragon's Furnace's first floor. Caves stay dead ends: back up the stair, or a Return Charm (T-73, #144).
The minimap and Map window inside caves show the cave's rock all round, with no black void or coloured edges (T-73, #144).
Cities
Suvarna step 13: Boy's polish rules before the rebuilt Suvarna may go live (docs only). Where: docs/cities/SUVARNA.md (#154).
NPCs and quests
Cave people with quests: Explorer Pei near the Coilwater Deeps' way out, Crystal Cutter Lan in the Glowworm Grotto, Ash Prospector Bao by the Dragon's Furnace stair up (T-73, #144).
Quest bosses inside the caves: the Glowworm Matriarch (Glowworm Grotto) and the Slag Tyrant (Slag Pits) rise at a random spot along their chamber's edge, unannounced; Lan's and Bao's last quests ask for them (T-73, #144).
Quest bosses (Tusk Lord in Lanternwood, Blackfin on the Sugarpalm Coast, Dune King in the Sunscorch Desert, Iron Tiger in the Greymoor Highlands) rise at a random edge spot, lie where they fell until they rise again (30 min to 12 h by quest), are never announced, and their timers survive a restart (T-71, #132).
Three underwater treasure quests: the Widow of the Sea's knife (in a shipwreck), the Harbor Captain's bell shards and the sunken envoy's jade seal (in an oyster). Where: Aurelia, the harbour and the pier (T-75, #137).
Clicking an Item Keeper opens the vault at once; keepers stand behind a storehouse counter. Where: every city's gate yards (T-25, #142).
Combat and skills
Skills belong to a weapon type (sword, spear, club). Three sects teach their own skills: Lotus Blade School (sword, Recruiter in Suvarna), Azure Spear Court (spear, Aurelia), Oakstaff Clan (club, Caerwen). Join from Lv 10 at the Recruiter, next to the School Transporter; leaving burns coins and starts a 7-day wait (T-74, #134).
The harpoon has its own skill, the Tide-Piercer Throw (keys 5–8, underwater only, pierces up to three fish), taught by the Harbor Captain on Aurelia's pier (T-75, #137).
Creatures show no level over their heads; the name turns red when the creature is 10+ levels above you, and a big level gap makes the weaker side miss a lot, both ways (T-22, #139).
Items and economy
Ancient diving: no tanks, fins or masks. You hold your breath (60 s at Diving Lv 1, longer as it rises); breath pills swallowed underwater add more: Kelp (Harbor Captain), Pearl and Dragon-Lung (the dive workshop). The Leviathan Pearl replaces the old mask; old tanks, fins and masks became breath pills (T-75, #137).
Drag an item from the bag onto the world to drop it at your feet; anyone can pick it up and it vanishes after 2 minutes. Valuable items ask first; bound and token-bought items never drop (T-76, #131).
UI and controls
PC controls: left click moves, talks and picks up; right click uses a skill; Ctrl + right click views a player; F2 settings, F3 character, F4 bag, F8 PK. Phones drag to move. Where: Settings → Controls lists them (T-30, #145).
The HUD bars, chat box, action bar and menu bar are laid out like the classic PC version's screen (T-36, #140).
The welcome screen has a new painting of our own and a smooth Start Game button (T-50, #141).
The server list shows signal bars and works with ↑ ↓ Enter Esc; the login is its own screen; the creator's heroes are sharper and turn in 16 views over a gently moving painting (T-54, #146).
Loading screens between maps: a patterned top band, the map's painting, and a bronze-framed bar with the map's name on a small sign and one tip (T-55, #150).
A small marker on the ground where you click or tap to walk (T-31, #135).
Level up: a short column of light and "Level N" over your hero, plus a System chat line (T-33, #136).
Hero names are 5–16 letters, digits, _ and ., unique however you write the capitals; the creator says at once what is wrong (T-53, #129).
Art and look
Rows of foam roll in to every beach (T-64, #143).
The last bought-pack pictures (old flat pets and three creature sheets) are gone; pets (Red Fox, Tree Frog, Squirrel Wizard, Dragonling) and creatures use our own 3D art (T-05, #133).
Technical
npm run check:licensed keeps bought-pack pictures out of the game; CREDITS.md removed (T-05, #133).
Boy's Mac deploys the newest rc-* tag to the test server every 30 minutes (02e67bb4); every worker tags a release after each merged task (63f1133f).
Boy is back: city and art approvals go to Boy again (9904d77d).
Releases on the test server: rc-2026-10-10-1 to rc-2026-10-10-5; release notes in full (#148).
2026-10-09
Items and economy
Gathering needs tools: an axe for trees, a pickaxe for rocks and ore (craft the first Stone Axe and Stone Pickaxe at the Forge). Caves hide Cave Jade, Ember Ruby and Starfall Stone for three new Forge weapons (Jade Sword, Starfall Spear, Ember Ruby Blade); they trade between players and never sell to a shop (T-72, #128).
Opening a chest shows a 0–100 % bar over it; a hit stops it and the next try starts from 0. Where: chests in the wild lands (T-70, #124).
UI and controls
Rankings: top level and top wealth, a daily snapshot. Where: the minimap "?" (T-39, #130).
One hero per account for new accounts; older accounts keep every hero they had (T-52, #127).
Technical
Admin page v2: dashboard (who is online, coins made and burned, alerts), give any item with a reason, log filters. The server refuses speed hacks, teleports and message floods and raises alerts (T-42, #126).
The test server's version.txt shows the deployed commit (1241bdcd).
Mardy's PC runs the work while Boy is on holiday, with defaults going ahead (92a97e02, 9d30ff21).
Release rc-2026-10-09 on the test server; its notes (#125).
2026-10-08
No changes on main.
2026-10-07
No changes on main.
2026-10-06
Cities
Each city gate has one guard, standing outside the gate in full view; nobody stands on the towers (T-18, #122).
Boy's decisions D6 (plain cloth banners in Suvarna) and D7 (NPCs stand still) (16d20805).
Suvarna is Khmer only, never Thai (THEMES.md §9), and the Suvarna master city build bible with Boy's two boards (ad563187, d34ee504).
Focus: cities and structures first; other work continues in parallel (f0352d5b, 3eb14fb7).
Combat and skills
PK has two states, No PK and PK (your name turns red). Switch with the PK button on the menu bar or F8. In PK you can attack anyone except your own party; safe zones and the level-20 rule stay (T-21, #119).
UI and controls
AFK: after a while without input other people fade away one by one (about 30 s), buildings stay, no dark overlay; move and everyone comes back (T-24, #121).
Art and look
The graphics quality bar (top-tier mid-poly: detail in textures, baked light and shade, AO, weathering) and the art target formula. Where: docs/ART_PLAN.md (af643689, c1b5060a).
Technical
Boy's decision D8: full download before play, updates only on the welcome screen (e887970a).
Aurelia v3: the royal city on Mardy's layout, with a moat, four gates (a new south gate onto the harbour quay), eight districts and the Ancient Europe skin (#108).
Aurelia v4: Mardy's reference layout with the European building kit, eight-sided walls and terraces (T-60, #113).
Nothing you see can be walked into: buildings fit their lots, and solid props (sacks, jars, barrels, crates) have bodies (T-12, #106).
Barrels, crates and other props stay off the streets and no longer stick out over a roof; smithy anvils sit in the yards (T-20, #115).
Boy's decisions D1–D5: new city styles (Suvarna Khmer with temples, Aurelia Ancient Europe, Marakata Chinese, Kalara Egypt, Caerwen Medieval, Solara Silk Road, Valdhem Northern), weapon skills with sect quests, two-state PK with party protection, mid-poly art now, drop rules (887abbd6).
NPCs and quests
Every person in a city shows a name and has a body: townsfolk at work show what they do over their heads and can no longer be walked through (T-11, #105).
No golden ring under NPCs; the NPC you click gets one, on your screen only (T-17, #112).
The first-tool quest is no longer stuck: standing by the Blacksmith counts as being at the Forge, and a refused craft always says why (T-14, #109).
Items and economy
No auto-loot, ever: pick up by clicking, the Z key or the phone's loot button (T-15, #110).
Forage pickups (twigs, pebbles, shells) give 1 usually, 2 rarely, never more than 3 (T-16, #111).
UI and controls
The Character window (F3) shows the whole hero; bag items sit in their slots (T-13, #107).
Art and look
Creatures' legs move in step with their speed, so they no longer slide or run on the spot (T-19, #114).
Technical
Where to find the reference studies (e814d5b5).
Release rc-2026-10-05 on the test server (the new Aurelia, T-16, T-17).
2026-10-04
World and maps
The world atlas and the bestiary are in the game: new fields between the cities and the wild lands (Cypress Rise, The Saltpans, Redvine Slopes outside Aurelia; Mulberry Fields, Granary Fields, Drumhill and Plumrain Orchards outside Suvarna; Veal Khsach outside Kalara) and the second cave floors (Coilwater Deeps 2, Dragon's Furnace 2) (T-01, #100).
Two newbie fields: Sre Meas outside Kalara's east gate and Bracken Glen below Caerwen's south gate (starter cities, d954458f).
Cities
Three starter cities, Aurelia, Kalara and Caerwen: a new hero starts in the one with the fewest players, at a spread spawn spot, with its own newbie guide and free coach rides for newcomers (d954458f).
NPCs and quests
Named NPCs in every city, field and cave: role plus a personal name ("Smith Rith"), kids by their parents, talk lines with a reason, time and season lines, and "later" lines for quest givers above your level; Find NPC lists them (83221f84, 27e8c936).
Combat and skills
The bestiary: creature rosters by zone tier, map leaders, golden world bosses, elements and status blows on every wild map (T-01, #100).
UI and controls
New start: Start Game, a server list, one status line per connection step, character select, the creator (a hero turning on a stone pedestal, four builds, names 5–16 letters), a first-steps screen, and the Traveller's Bundle gift in every new hero's bag (358349d6).
One name over each hero: local chat no longer repeats it (T-10, #104).
Art and look
Four hero builds (Steady, Mighty, Tall, Nimble) on one rig each, 14 clips in 8 directions, all starting in plain hemp clothes (0e7719bf).
Technical
Phones stay inside their memory (fixes the iPhone white screen and the loop back to the welcome screen) (T-02, #101).
First download about 100 MB instead of the whole game; loading never sticks (T-03, #102). (Replaced by the full download on 2026-10-11.)
Play-test checklist, bug report template and release notes (T-04, #103).
The task board for play-test round 1, team rules for every Claude (CLAUDE.md) and art rules (bdb72257, 210222a2, c8ab497f).
Releases rc-2026-10-04 and rc-2026-10-04b on the test server.
2026-10-03
World and maps
Wild lands 3–6.5 times bigger (about 2 minutes to cross), nature placed the same on server and client, biome ground, caves and snow dressed, creatures in level bands (7b4ecf6d).
World map v3: a road graph with loops and two new gate links, Sunscorch Desert ↔ Greymoor Highlands and Brokenblade Canyons ↔ Coilwater Ruins; city emblems and search. Where: Map window (M) (8faecc08).
The Map & Travel window's map fills its pane, with the country round the map drawn in (Mardy, #5).
Plant seeds anywhere on open ground in the wild; Farmland and plots retired with refunds (75707193).
No glowing floor circle at gates: you walk out like in the classic game (faa9b16b).
Cities
All seven cities sized by walking time (Suvarna 2.1 min, Aurelia 1.9, the others 1.3–1.65) with districts, canals and parks; gates by geography (Aurelia N/W/E, Kalara no west gate, Solara north and south only); painted country past every city edge; townsfolk at their work (b5046681).
Aurelia moved onto the city system (Mardy's rebuild); no street lamps or guardian lions (4a9fdb27, f217464e).
NPCs and quests
NPCs are rigged 3D bodies that turn to whoever talks to them and gesture (70de6376).
Display names for places, roads, caves, creatures, rare bosses, trophies, quests and loading tips (NAMES.md) (8faecc08).
Shop and service windows opened from their NPC no longer close themselves (this blocked the newbie guide) (6203fcae).
Combat and skills
Martial arts: 8 skills with combos, Qi, buffs and debuffs, boss effects and one damage-number system (4c907e7b).
Creature AI: creatures keep their size, steer round rocks and trees, go home when led too far, wind up readably; bosses have patterns and enrage (4d900305).
PK v1: Peace, Fight and PK modes, protection by level and zone, PK value, Penance Pills, kill feed (62c87a3b). (Replaced by two states on 2026-10-06.)
Items and economy
Kill loot lies on the ground item by item, with a rarity glow and labels; the top damage dealer's party picks first; Z to pick up (46a56205).
UI and controls
Play-test fixes: auto-walk routes in cities, click-to-talk, camera framing, the knock-out box (lie down, party help-up), a shorter newbie guide, compact chat (90ad40f0).
Game feel: the hero sits 62 % down the screen, the PC run speed, stacked green EXP popups, the hidden-behind-roofs look, minimap v2 (zoom, dots by kind, gate flags) (8716aedf).
UI v2: the "You got a <item>" line, riders who stay mounted for NPCs, shops and travel, the character window with a live doll, bag v2, tooltips, the stall plaque, the two-step confirm and the coach dialog (720bd275).
Art and look
All 49 creature kinds (creatures, bosses, mounts, pets) animated in 3D in 8 directions (122da920).
Sound: music and ambience per map, sound effects for weapons, creatures, bosses, skills, UI and trade, with positional volume (366b3428).
Technical
A client boot check in a headless browser (check:boot) and steadier bot tests (88564b1f).
The master plan: vision, rules, status and roadmap. Where: docs/MASTER_PLAN.md (3f105f09).
2026-10-02
World and maps
Every map revealed on the Map window (unvisited maps drawn from their data) (29af79e4).
Warps, coach and gate arrivals land on the nearest free spot, never inside a wall (54ad3ff9).
Cities
The seven cities rebuilt in the true isometric view with 3D walls, gates, bridges and courtyard compounds; Kalara on the measured port template; a gate yard (Coachman, Item Keeper, guards) in every city (80caccf7, 394f7ff8, 48dfc67d, 11e87ac0).
Aurelia rebuilt after the walled port in Mardy's reference picture (Mardy, #4).
Aurelia (then Tide Town) made bigger and walled, harbour inside the walls (54ad3ff9).
City names: Aurelia, Kalara, Marakata, Caerwen, Solara, Valdhem (4b6776de).
NPCs and quests
161 new quests: a city line for each of the seven cities, wild-land chains and side quests; one Gate Sergeant per city keeps a quest (4b6776de).
The Coachman offers the cities and their fares as plain choices (4b6776de).
Neutral NPC roles: Garden Keeper, Bell Keeper, Lore Scholar, Lantern Keeper (no religious titles) (ee4b13d5).
Combat and skills
Rare creature bosses, one for each creature kind (97d8fd73).
The long level curve (Lv 80 in about 4 years), quest EXP as a share of the level, the level-gap rule; boss health shown as a percentage (147e5afa, b412aea1).
UI and controls
The camera: a plain click walks; look around with Ctrl + drag, two fingers or the minimap (29af79e4).
Chat in its own window with All, Local, World, Party, Private and System tabs (29af79e4).
Windows draggable by their title bar; the jade HUD rebuilt like the PC reference; no pop-ups (messages go to System chat) (9d43f935, 147e5afa).
Leaving the game outside a city keeps the hero in the world for 20 s; a knockout wakes you in the last city (147e5afa).
Art and look
The game moved to a true 2:1 isometric view with one size table for everything (c5112222, 8cac5b98).
Low-poly 3D heroes and a new character creation screen (Mardy, #2); the hero holds the equipped weapon and stands calmly (02f34adc, 7728e0fd).
Low-poly city kits, NPC bodies, creatures, mounts, pets, the sea set, item and UI icons, the logo, title screen and 18 loading screens (51f58da3, 38ec49e9, 1c93645f, bdf97a36).
Technical
The first commit on main: the 2.5D MMORPG baseline (jade PC windows, the 3D-rendered hero pipeline, the capital at reference scale, story quests) (653d4862).
Admin: set a player's level and release them from jail (Mardy, #3).
The world plan, systems plan, isometric rules and measurements docs (20fbd607, 63539de3, e2d91288).
package-lock name fixed (#1).
2026-10-01
No changes on main. The repository's history starts on 2026-10-02: the first commit holds all earlier work.
2026-09-30
No changes on main (see 2026-10-01).
2026-09-29
No changes on main (see 2026-10-01).
_Written by npm run docs:guide (scripts/gen-game-guide.ts) from the game's own data. Do not edit by hand: change the data or the script, then run it again. npm run check:docs fails when this page is out of date._
X/Y are the map coordinates the game shows (the minimap and the Map window): world pixels ÷ 10. Walking times are on foot at the run speed (206 px/s); mounts are 30–120 % faster. What changed and when is in CHANGELOG.md.
Seven walled cities, all safe (no fighting). Aurelia, Kalara and Caerwen are starter cities: a new hero starts in the one with the fewest players. Every city has a gate yard with a Coachman (coach rides to the other six cities; the fare is burned; free between the starter cities and the capital until Lv 15), an Item Keeper (one shared vault, from Lv 10) and a gate guard outside each open gate. In cities you can click a far spot and the hero walks there.
🏘️ Aurelia (aurelia)
What it is: Shops, the Kitchen, the Item Keeper and quests; the harbour lies inside the walls on the south shore. Safe. Starter city; its newbie field is 🌲 Lanternwood.
Style: live skin ancient_khmer. Target: Ancient Europe (classical Roman); the live city is Aurelia v4 on Mardy's reference layout (#113).
Size: X 0–1979, Y 0–2356 (about 1.6 min across on foot). Spawn point 901/1153.
Gates out (3 open of 4 in the outer wall): north: 🌳 Cypress Rise at 1013/198; west: 🧂 The Saltpans at 198/1138; east: 🍇 Redvine Slopes at 1778/1064.
Coach stop: 1027/298.
Districts: .
Squares and parks: the square.
Places with no keeper: Quest Board 905/1125.
Jail yard: 700/906.
Key people (39 of 65):
Who
What they do
District
X/Y
Schoolteacher Kanha
quests: 1 main (Lv 5)
–
1145/1174
Innkeeper Sophea
says: "Clean rooms, hot rice and every rumour in Aurelia. The rooms cost extra; the rum…"
–
1145/1238
Stablemaster Sam
Royal Stable; newbie guide steps
–
1494/933
Store Keeper Neang
General Store; newbie guide steps; quests: 2 main (Lv 12–20)
–
1136/1349
Apothecary Lian
says: "Ginger for the stomach, willow bark for the fever. The sea air does the rest."
–
937/1327
Jeweller Amara
says: "Shell combs, jade pins, a ring for every promise. Ask about the proposal rings."
–
935/816
Chef Bora
Town Kitchen; newbie guide steps
–
911/1418
Smith Rith
Forge; newbie guide steps
–
400/951
Tailor Leap
Tailor's Loom; quests: 1 main (Lv 9)
–
760/1413
Herbalist Nary
quests: 1 main (Lv 6)
–
1408/1129
Weapon Smith Okon
says: "Iron from the canyons east of town, steel from the capital. A first blade starts…"
–
1304/1719
Armorer Thida
says: "Quilted coats for the road, lamellar for the brave. Bring me hides and I will st…"
–
284/987
Jailer Bran
says: "Sit out your time in the yard. The town forgives, slowly."
–
688/910
Export Trader Vuth
Export Dock; newbie guide steps
–
902/1490
Shipwright Haru
quests: 1 main (Lv 13)
–
904/1555
Coachman Fen
coach rides to the other cities
–
1027/298
Item Keeper Chan
the vault (Item Keeper); newbie guide steps
–
968/295
Coachman Ewan
coach rides to the other cities
–
278/1172
Item Keeper Sokha
the vault (Item Keeper)
–
295/1093
Coachman Bao
coach rides to the other cities
–
1698/1030
Item Keeper Lina
the vault (Item Keeper)
–
1681/1110
Elder Sok
newbie guide steps; the Newbie Guide (first quest); quests: 1 side (Lv 85)
–
894/1150
Quest Officer Wen
quests: 2 main (Lv 5–20)
–
918/1124
School Transporter Xin
says: "The sect grounds are not open yet. When they are, my cart takes students there f…"
–
750/1132
Recruiter Sovath
joins and leaves the Azure Spear Court (spear), from Lv 10; teaches Azure Thunder Lance, Pillar of the Dawn Sun; quests: 3 main (Lv 10)
–
852/891
Market Steward Pheap
says: "Set up your stall along the rows. The town takes nothing from your sales, and I …"
–
1309/1213
Land Registrar Dara
Land Office; newbie guide steps
–
773/762
Oath Keeper Maly
quests: 2 side (Lv 55)
–
1387/1203
Escort Master Tian
says: "My carts carry silver to every city. The roads are long, and my guards are alway…"
says: "Step up, bow, and try not to fall off. Duels are fought on my stage."
–
548/1202
Fish Seller Rina
quests: 1 main (Lv 11)
–
738/1472
Harbor Captain Ren
Dive Point; teaches Tide-Piercer Throw; quests: 3 side (Lv 9–55), 1 main (Lv 14)
–
988/2028
Pier Watcher Chenda
quests: 1 side (Lv 6), 1 main (Lv 12)
–
616/798
Net Mender Phalla
quests: 1 main (Lv 11)
–
520/1002
Everyone else (townsfolk, guards, kids; find them with Find NPC): Lantern Keeper Hua 1315/1329, Carpenter Tomas 1131/666, Gate Guard Kai 1034/178, Gate Guard Narin 178/1158, Gate Guard Zhi 1799/1085, Gate Guard Aldo 1026/2004, Washer Thea 766/1129, Neighbour Pei 773/1131, Retired Clerk Aled 715/1132, Lantern Maker Ming 712/1112, Striker Kofi 920/1376, Fruit Seller Lan 769/366, Noodle Seller Ying 498/783, Lantern Seller Davi 503/843, Rice Cake Seller Kimly 744/438, Tea Seller Omar 350/1743, Porter Arjun 1114/1288, Groom Nita 938/787, Porter Pich 548/1233, Porter Shu 548/1251, Fisher Vichet 520/1011, Little Mei 749/1472, Little Sina 400/958, Little Nak 914/674, Little Kiri 1138/1243, Little Yan 508/847.
👑 Suvarna (suvarna)
What it is: The Golden Capital. The King holds court at the palace.
Style: live skin ancient_khmer. Target: Khmer Empire. Live: the new Suvarna (the Khmer rebuild, issue #116, approved by Boy 2026-10-12): Palace City, the temple, the Central Plaza and its markets, canals and ponds in every district, the river port. Characters saved in the old city wait near the same NPC in the new one. SUVARNA_V2=0 on a server falls back to the old city.
Size: X 0–2457, Y 0–2332 (about 2 min across on foot). Spawn point 1030/743.
Gates out (3 open of 3 in the outer wall): south: 🌾 Granary Fields at 1237/2079; west: 🌿 Mulberry Fields at 240/1152; east: 🌸 Plumrain Orchards at 2187/1152.
Coach stop: 1123/1874.
Districts: Royal Palace (closed), Bayon Square, Stall Square, West wards, East wards.
Squares and parks: Bayon Square, Stall Square.
Key people (55 of 75):
Who
What they do
District
X/Y
Coachman Tariq
coach rides to the other cities
West wards
1014/728
Item Keeper Lan
the vault (Item Keeper)
West wards
786/473
Coachman Huy
coach rides to the other cities
West wards
1123/1874
Coachman Cai
coach rides to the other cities
West wards
376/1054
Coachman Ivar
coach rides to the other cities
East wards
1928/1285
Item Keeper Yan
the vault (Item Keeper)
East wards
1375/1873
Item Keeper Nadia
the vault (Item Keeper)
West wards
604/1251
Item Keeper Pei
the vault (Item Keeper)
East wards
1879/1101
King Kaiming
quests: 2 side (Lv 55–95), 2 main (Lv 14–84)
Stall Square
1245/502
Palace Attendant Ling
quests: 1 side (Lv 75)
Stall Square
1194/507
Court Noble Quan
quests: 1 main (Lv 75)
Stall Square
1296/507
Guard Captain Hong
quests: 4 main (Lv 13–85)
Stall Square
1339/490
Newbie Guide Jun
quests: 1 side (Lv 10)
West wards
1023/740
Quest Officer Rowan
says: "Everyone in Suvarna wants something done. Ask me, and I will tell you who to see…"
East wards
1394/762
Market Steward Meri
says: "Set up your stall by the rows. No tax on any sale here, and my scales are honest…"
East wards
1394/780
Court Crier Owen
quests: 1 daily (Lv 80), 1 main (Lv 12)
Stall Square
1157/499
Healer Sana
quests: 1 main (Lv 82)
West wards
480/972
Weaponsmith Leif
Weapon Shop; quests: 1 side (Lv 40)
West wards
439/938
Armorer Hua
says: "Quilted coats for the road, lamellar for the brave. Bring me hides and I will st…"
West wards
786/455
Silk Tailor Yue
Silk Boutique; quests: 1 side (Lv 20)
West wards
882/945
Brocade Master Tian
Brocade House; quests: 1 main (Lv 79)
West wards
916/925
Royal Treasurer Wen
Royal Treasury; quests: 1 side (Lv 70)
West wards
514/1464
Guild Introducer Mateo
quests: 1 side (Lv 60)
East wards
1730/1016
Escort Master Zhao
says: "My carts carry silver to every city. The roads are long, and my guards are alway…"
East wards
1884/703
Innkeeper Fen
Golden Inn
West wards
457/2001
Night Chef Bopha
says: "Dumplings at dusk, noodles at midnight. The night market eats well."
West wards
439/2001
Old Teacher Zhi
quests: 1 side (Lv 65)
West wards
916/1681
City Scribe Henu
quests: 1 main (Lv 70)
–
1141/1682
Garden Keeper Lina
quests: 1 main (Lv 82)
East wards
1700/1583
Bell Keeper Arne
quests: 1 side (Lv 50)
East wards
2009/1997
Recruiter Yuelan
joins and leaves the Lotus Blade School (sword), from Lv 10; teaches Frost Moon Cleave, Phoenix Ember Burst; quests: 3 main (Lv 10)
East wards
2009/1997
School Transporter Qing
says: "The sect grounds are not open yet. When they are, my cart takes students there f…"
East wards
2066/1394
Forgemaster Okon
Royal Forge; quests: 1 side (Lv 95)
West wards
1032/1048
City Manager Ming
newbie guide steps; quests: 2 main (Lv 10–70)
West wards
645/422
Potter Tiye
quests: 1 main (Lv 73)
East wards
1536/1522
Guild Emissary Haru
quests: 1 side (Lv 70)
West wards
782/800
Constable Liang
brews Penance Pills (lower your PK value)
East wards
1878/811
Stablemaster Bjorn
Coach Stable; quests: 1 main (Lv 76)
West wards
388/770
Royal Merchant Lian
Royal Market; quests: 1 side (Lv 90)
East wards
1355/932
Grocer Sokha
Grocery
–
1159/1438
Royal Chef Rui
Palace Kitchen; quests: 1 daily (Lv 60)
West wards
957/1092
Tea Merchant Ying
says: "Green from the river country, smoked from the hills. Sit, the kettle is already …"
Everyone else (townsfolk, guards, kids; find them with Find NPC): Musician Tam 1762/429, Guild Master Arjun 1718/1008, Herbalist Shan 1632/1642, Jeweler Ines 2009/1997, Ministry Aide Shu 382/811, Courier Master Kofi 1945/1087, Waystation Host Moira 719/1308, Mentor Officer Amara 1116/777, Granary Keeper Phalla 912/1522, Lantern Maker Xin 905/1100, Charm Maker Aiko 1159/1494, Moat Fisher Veasna 1101/2090, Dock Master Bek 1373/2090, Gate Guard Lei 1299/2090, Gate Guard Heng 111/1220, Gate Guard Chun 2317/1220, Little Zuri 337/1106, Little Bao 461/2005, Little Ewan 1032/1061, Little Nita 1362/1499.
🌴 Kalara (kalara)
What it is: The port city of palms and piers. The Old Sailor and the Ferryman work the harbor. Safe. Starter city; its newbie field is 🌾 Sre Meas.
Style: live skin ancient_khmer. Target: Ancient Egypt (planned skin; live: the wuxia port).
Size: X 0–2141, Y 0–1910 (about 1.7 min across on foot). Spawn point 921/1052.
Gates out (2 open of 2 in the outer wall): north: 🌵 Veal Khsach at 899/291; east: 🌾 Sre Meas at 1849/1052.
Coach stop: 1769/1018.
Districts: .
Squares and parks: the square.
Key people (29 of 53):
Who
What they do
District
X/Y
Apothecary Kanha
Apothecary; quests: 1 main (Lv 30)
–
807/850
Armorer Tariq
Armory; quests: 1 main (Lv 28)
–
801/1277
Jeweler Leila
Trinket House; quests: 1 side (Lv 30)
–
1166/933
Store Keeper Thida
General Store; newbie guide steps
–
1138/887
Cove Trader Mao
Cove Market; quests: 1 main (Lv 10)
–
1125/1215
Constable Samnang
brews Penance Pills (lower your PK value)
–
1474/950
Weaponsmith Heng
Weapon Smithy; newbie guide steps; quests: 1 main (Lv 17)
–
1039/850
Tailor Rina
Tailor; quests: 1 main (Lv 12)
–
1045/779
Chef Pisey
Beach Kitchen; newbie guide steps; quests: 1 side (Lv 10)
–
798/1381
Retired Captain Mateo
quests: 1 main (Lv 8)
–
1274/692
Innkeeper Chantha
Inn; newbie guide steps; quests: 1 main (Lv 32)
–
754/1438
Coachman Rath
coach rides to the other cities
–
933/371
Item Keeper Sophea
the vault (Item Keeper)
–
854/388
Coachman Okon
coach rides to the other cities
–
1769/1018
Item Keeper Nary
the vault (Item Keeper); newbie guide steps
–
1752/1098
Quest Officer Chenda
quests: 2 main (Lv 8–40)
–
1203/1122
Coconut Farmer Bopha
quests: 1 main (Lv 9)
–
1274/1128
Harbor Master Vanna
quests: 1 side (Lv 80)
–
984/1814
Gate Sergeant Ivar
newbie guide steps; quests: 1 main (Lv 20)
–
1792/1031
Recruiter Veasna
says: "The coast guard needs blades. Pirates do not wait for the tide."
–
1338/1117
Market Steward Phalla
says: "Set up your stall by the market row. The city charges no rent and takes nothing …"
–
1049/714
School Transporter Nita
says: "The sect grounds are not open yet. I spend the waiting mending wheels."
–
763/1191
Lighthouse Keeper Pheap
quests: 1 side (Lv 65)
–
916/1768
Old Sailor Tep
quests: 4 daily (Lv 10–40), 2 main (Lv 14–20)
–
859/1801
Pearl Diver Amara
quests: 1 main (Lv 14)
–
803/1734
Net Weaver Theary
quests: 1 main (Lv 11)
–
734/1733
Ferryman Kiri
quests: 1 main (Lv 35)
–
666/1723
Shipwright Bran
quests: 1 main (Lv 15)
–
610/1767
Newbie Guide Sokun
newbie guide steps; the Newbie Guide (first quest)
–
911/1048
Everyone else (townsfolk, guards, kids; find them with Find NPC): Guild Master Vibol 1128/1148, Prefect Sokha 1296/916, Sparring Master Jun 1074/1352, Escort Guard Omar 698/1116, Gate Guard Tola 919/271, Gate Guard Panha 1870/1073, Fisher Sovann 349/1689, Fisher Kolab 349/1700, Fisher Haru 1756/1755, Fruit Seller Davy 813/713, Noodle Seller Mei 1199/552, Cake Seller Botum 792/1463, Washer Kunthea 1050/1086, Neighbour Ines 1056/1089, Retired Clerk Sambath 798/820, Rice Farmer Puthy 746/1202, Caulker Narin 459/1387, Salt Carrier Mesa 1638/1507, Rope Maker Arjun 797/1247, Sugar Boiler Seyha 813/829, Little Sreyna 1045/786, Little Pov 338/1703, Little Zuri 801/1284, Little Chea 798/1388.
⚒️ Caerwen (caerwen)
What it is: The smithing city under the mountains. The Master Smith works the Great Forge. Safe. Starter city; its newbie field is 🌿 Bracken Glen.
Style: live skin ancient_khmer. Target: Medieval Europe (planned skin; live: the wuxia mountain town).
Size: X 0–1973, Y 0–1801 (about 1.6 min across on foot). Spawn point 998/912.
Gates out (1 open of 4 in the outer wall): south: 🌿 Bracken Glen at 1227/1666.
Coach stop: 1193/1586.
Districts: .
Squares and parks: none.
Key people (33 of 51):
Who
What they do
District
X/Y
Master Smith Idris
Great Forge; newbie guide steps; quests: 1 main (Lv 19), 1 side (Lv 95)
–
1518/1040
Weaponsmith Okon
Weapon Smithy; newbie guide steps; quests: 1 main (Lv 34)
–
1442/997
Armorer Ewan
Armory; quests: 1 main (Lv 32)
–
1191/897
Apothecary Leila
Apothecary; quests: 1 main (Lv 23)
–
1188/821
Store Keeper Fern
General Store; newbie guide steps; quests: 1 main (Lv 33)
–
1070/1188
Accessory Dealer Yuki
Trinket House; quests: 1 side (Lv 40)
–
1405/870
Tailor Mair
Tailor; quests: 1 side (Lv 20)
–
1370/460
Innkeeper Owen
Inn; newbie guide steps; quests: 1 daily (Lv 40)
–
914/1105
Coachman Aled
coach rides to the other cities
–
1193/1586
Item Keeper Nia
the vault (Item Keeper); newbie guide steps
–
1272/1569
Coachman Tariq
coach rides to the other cities
–
1126/1477
Item Keeper Elin
the vault (Item Keeper)
–
1343/1520
Coachman Dougal
coach rides to the other cities
–
1517/1488
Item Keeper Priya
the vault (Item Keeper)
–
1363/1569
Coachman Bryn
coach rides to the other cities
–
946/1448
Item Keeper Moira
the vault (Item Keeper)
–
1409/1546
Border Scout Rowan
quests: 1 main (Lv 30), 1 side (Lv 90)
–
961/642
Charcoal Burner Tegan
quests: 1 main (Lv 22)
–
1246/980
Foreman Hamish
quests: 2 main (Lv 17–35)
–
1295/892
Camp Supplier Moni
Camp Supplies; quests: 2 main (Lv 30–32)
–
1358/795
Quest Officer Gwen
quests: 2 main (Lv 15–35)
–
895/1331
School Transporter Mateo
says: "The sect grounds are not open yet. My cart is polished and has nowhere to go."
–
1373/663
Recruiter Brannoc
joins and leaves the Oakstaff Clan (club), from Lv 10; teaches Nine-Gale Whirl; quests: 3 main (Lv 10)
–
1314/1220
Market Steward Ines
says: "Set up your stall along the market row. The city charges no rent and takes nothi…"
–
1458/797
Ore Hauler Tam
quests: 1 side (Lv 75)
–
1052/416
Goat Herder Rhona
quests: 1 main (Lv 25)
–
1265/476
Stonemason Angus
quests: 1 main (Lv 18)
–
685/1328
Old Miner Glyn
quests: 1 main (Lv 15)
–
1338/1300
Gate Sergeant Callum
newbie guide steps; quests: 1 main (Lv 31)
–
922/193
Smith Gethin
says: "Hinges, nails, pot hooks. Not every smith makes swords; somebody has to keep the…"
–
1202/842
Smith Bjorn
says: "Up north we forge with bog iron. Here the ore is so good it almost forges itself…"
–
1477/799
Salt Trader Arjun
says: "Salt, pepper, dried chillies. Caerwen eats mutton every day; it needs all the he…"
–
1053/340
Newbie Guide Morgan
newbie guide steps; the Newbie Guide (first quest)
–
986/908
Everyone else (townsfolk, guards, kids; find them with Find NPC): Apprentice Cai 1595/964, Chieftain Bran 753/858, Lorekeeper Iona 819/1110, Moot Champion Isla 1283/665, Gate Guard Tamsin 1247/1686, Gate Guard Cerys 964/115, Gate Guard Euan 115/921, Gate Guard Niall 1858/940, Striker Amara 1376/797, Mason Lachlan 796/404, Mason Omar 1465/666, Pie Seller Dilys 1012/1103, Cheese Seller Ness 796/386, Groom Seren 1562/900, Little Wyn 1364/465, Little Lowri 919/1109, Little Sami 1049/343, Little Ianto 1196/842.
🏰 Valdhem (valdhem)
What it is: The fortress city in the snow. The Mountain Warden guards the pass. Safe.
Style: live skin ancient_khmer. Target: Northern Europe (planned skin; live: the wuxia fortress).
Size: X 0–1892, Y 0–1936 (about 1.5 min across on foot). Spawn point 981/1089.
Gates out (1 open of 4 in the outer wall): south: ❄️ Frostfang Pass (Lv 30+) at 1065/1729.
Coach stop: 1031/1648.
Districts: .
Squares and parks: the square.
Key people (29 of 47):
Who
What they do
District
X/Y
Garrison Cook Bao
quests: 1 main (Lv 38)
–
923/803
Shopkeeper Nimol
Frost Trader; quests: 1 side (Lv 50)
–
572/974
Chef Rotha
Hot Pot Kitchen; quests: 1 main (Lv 38)
–
794/845
Apothecary Yan
Apothecary; quests: 1 main (Lv 48)
–
828/1133
Weaponsmith Bjorn
Weapon Smithy; quests: 1 main (Lv 46)
–
805/910
Armorer Runa
Armory; quests: 1 main (Lv 46)
–
742/935
Tailor Ingrid
Tailor; quests: 1 main (Lv 44)
–
1129/808
Store Keeper Kofi
General Store
–
919/733
Innkeeper Sigrun
Inn
–
1118/744
Fur Trader Tariq
quests: 1 main (Lv 42)
–
853/712
Coachman Ola
coach rides to the other cities
–
1031/1648
Item Keeper Tove
the vault (Item Keeper)
–
1111/1631
Coachman Arne
coach rides to the other cities
–
829/1548
Item Keeper Hild
the vault (Item Keeper)
–
1142/1623
Coachman Tomas
coach rides to the other cities
–
861/1485
Item Keeper Svea
the vault (Item Keeper)
–
1202/1631
Coachman Haru
coach rides to the other cities
–
936/1421
Item Keeper Dag
the vault (Item Keeper)
–
1233/1623
Item Keeper Sophal
the vault (Item Keeper); quests: 2 main (Lv 38–45)
–
1292/1631
Jeweler Kosal
quests: 1 side (Lv 55), 1 main (Lv 55)
–
798/1204
Quest Officer Lian
quests: 1 main (Lv 32)
–
804/715
School Transporter Wen
says: "The sect grounds are not open yet."
–
840/1241
Market Steward Lucia
says: "Set up your stall by the market row. The city charges no rent and takes nothing …"
–
1269/917
Ice Fisher Leif
quests: 1 side (Lv 85)
–
756/1251
Sled Maker Ivar
quests: 1 main (Lv 35)
–
1174/706
Widow Astrid
quests: 2 main (Lv 34–60)
–
1287/843
Old Veteran Gunnar
quests: 1 side (Lv 73)
–
887/1343
Mountain Warden Hong
quests: 2 main (Lv 37–57)
–
625/1187
Gate Sergeant Kari
quests: 1 main (Lv 54)
–
1614/1081
Everyone else (townsfolk, guards, kids; find them with Find NPC): Commander Tian 670/955, Sparring Master Jun 690/1185, Gate Guard Fen 1086/1749, Gate Guard Ming 1026/260, Gate Guard Xin 172/1080, Gate Guard Ling 1691/1123, Tea Seller Signe 574/643, Fish Seller Nadia 673/665, Bun Seller Mei 734/689, Neighbour Brita 822/867, Retired Clerk Anil 828/869, Mason Ulf 927/779, Mason Amara 1160/817, Groom Bodil 767/1203, Little Rosa 794/852, Little Sten 1188/706, Little Finn 752/1255, Little Zuri 857/716.
🏯 Marakata (marakata)
What it is: The river city of bridges and pavilions. The Border Envoy and the River Pilot keep the crossing. Safe.
Style: live skin ancient_khmer. Target: Chinese Empire (planned skin; live: the wuxia river town).
Size: X 0–1480, Y 0–1355 (about 1.2 min across on foot). Spawn point 800/769.
Gates out (2 open of 2 in the outer wall): west: 🌾 Longgrass Plain (Lv 14+) at 177/623; east: 🗿 Coilwater Ruins (Lv 25+) at 1286/619.
Coach stop: 258/657.
Districts: .
Squares and parks: the square.
Key people (25 of 54):
Who
What they do
District
X/Y
Store Keeper Pheap
General Store; quests: 1 main (Lv 66)
–
411/497
Apothecary Ling
Apothecary; quests: 1 main (Lv 44)
–
631/536
Accessory Dealer Yan
Trinket House; quests: 1 main (Lv 31)
–
480/951
Weapon Smith Okon
Weapon Smithy; quests: 1 main (Lv 46)
–
662/503
Armorer Quan
Armory; quests: 1 main (Lv 48)
–
1122/498
Tailor Bopha
Tailor; quests: 1 main (Lv 29)
–
500/299
Innkeeper Hua
Inn
–
357/336
Border Envoy Zhi
quests: 1 main (Lv 45), 1 side (Lv 80)
–
819/713
Rice Merchant Veasna
quests: 1 main (Lv 27)
–
574/553
Coachman Bao
coach rides to the other cities
–
258/657
Item Keeper Thida
the vault (Item Keeper)
–
275/578
Item Keeper Visal
the vault (Item Keeper); quests: 1 main (Lv 44)
–
297/532
Coachman Tariq
coach rides to the other cities
–
1205/585
Item Keeper Mateo
the vault (Item Keeper)
–
1188/665
Lore Scholar Keo
quests: 3 main (Lv 50–62), 1 side (Lv 85)
–
642/773
Archive Scribe Wen
quests: 1 side (Lv 65)
–
664/919
Quest Officer Ming
quests: 2 main (Lv 25–75)
–
979/544
School Transporter Rui
says: "The sect grounds are not open yet. I polish the cart and wait."
–
1055/780
Market Steward Samnang
says: "Set up your stall by the south stall row. The city charges no rent and takes not…"
–
422/775
River Pilot Kanha
quests: 1 main (Lv 28), 1 side (Lv 60)
–
1044/542
Lantern Maker Mei
quests: 1 main (Lv 25)
–
658/324
River Fisher Vibol
quests: 1 main (Lv 32)
–
666/704
Bell Keeper Tian
quests: 1 main (Lv 30)
–
1040/980
Ferry Widow Chenda
quests: 1 side (Lv 73)
–
848/420
Gate Sergeant Arne
quests: 1 main (Lv 27)
–
298/487
Everyone else (townsfolk, guards, kids; find them with Find NPC): Tower Watcher Bryn 572/476, Dyer Nita 1190/754, Herbalist Lina 1174/521, Basket Weaver Sokha 318/904, Gate Guard Vuthy 157/644, Gate Guard Ratha 1306/640, Fisher Rina 587/704, Fisher Haru 564/694, Fruit Seller Phalla 326/845, Noodle Seller Fen 435/902, Tea Seller Amara 501/822, Neighbour Pei 835/703, Retired Clerk Sophea 998/544, Rower Tomas 668/951, Neighbour Nary 613/913, Ferry Hand Pov 370/730, Porter Omar 419/755, Washer Nadia 1051/760, Boat Painter Xin 437/761, Jade Carver Hong 646/499, Net Weaver Chantha 374/444, Wine Seller Shu 962/541, Reed Cutter Tam 407/479, River Watch Kofi 476/933, Tank Keeper Henu 330/734, Little Ying 658/333, Little Jun 318/913, Little Kiri 1190/763, Little Tao 357/343.
☀️ Solara (solara)
What it is: The oasis city at the end of the caravan road. The bazaar sells everything. Safe.
Style: live skin ancient_khmer. Target: Ancient Arab / Silk Road (planned skin; live: the wuxia oasis).
Size: X 0–1596, Y 0–1892 (about 1.3 min across on foot). Spawn point 810/958.
Gates out (1 open of 2 in the outer wall): south: 🏜️ Sunscorch Desert (Lv 20+) at 849/1696.
Coach stop: 814/1615.
Districts: .
Squares and parks: none.
Key people (24 of 48):
Who
What they do
District
X/Y
Store Keeper Ipi
General Store
–
683/734
Apothecary Tiye
Apothecary; quests: 1 main (Lv 32)
–
592/719
Jeweler Nadia
Trinket House; quests: 1 main (Lv 34)
–
994/921
Weapon Smith Kha
Weapon Smithy; quests: 1 main (Lv 31)
–
594/801
Armorer Okon
Armory; quests: 1 main (Lv 27)
–
561/754
Tailor Nefer
Tailor
–
995/1005
Innkeeper Tama
Inn
–
562/970
Coachman Sabu
coach rides to the other cities
–
814/1615
Item Keeper Meri
the vault (Item Keeper)
–
897/1603
Coachman Bao
coach rides to the other cities
–
917/1528
Item Keeper Senu
the vault (Item Keeper)
–
939/1575
Old Nomad Omar
quests: 2 main (Lv 21–38)
–
682/1167
Quest Officer Henu
quests: 2 main (Lv 20–40)
–
1034/845
Transporter Lucia
says: "The sect grounds are not open yet. I keep the cart greased anyway; out here sand…"
–
905/703
Market Steward Sitre
says: "Set up your stall by the market row. The city charges no rent and takes nothing …"
–
925/1179
Spice Seller Arjun
quests: 1 main (Lv 33)
–
661/1141
Well Keeper Ani
quests: 1 side (Lv 60)
–
699/1232
Caravan Master Tariq
quests: 1 main (Lv 24), 1 daily (Lv 20)
–
913/619
Dune Guide Zuri
quests: 1 main (Lv 22)
–
1009/1224
Glassblower Hori
quests: 1 main (Lv 24)
–
1046/686
Rug Weaver Ruia
quests: 1 main (Lv 30)
–
597/1259
Date Farmer Neha
quests: 1 main (Lv 25)
–
619/588
Gate Sergeant Bek
quests: 1 main (Lv 30)
–
827/1638
Baker Rennu
says: "These ovens are mud-brick and older than anyone in this lane. The bread is fresh…"
–
988/902
Everyone else (townsfolk, guards, kids; find them with Find NPC): Council Elder Ahmes 561/897, Water Carrier Mahu 872/1274, Potter Hemi 1162/1035, Gate Guard Kamu 869/1716, Gate Guard Leif 834/184, Groom Iti 572/840, Melon Seller Kofi 514/1014, Bead Seller Tuta 388/1386, Oil Seller Menna 984/855, Retired Scribe Hapu 572/822, Neighbour Amara 1053/1003, Washer Seni 1053/1022, Reed Cutter Haru 619/1177, Jar Carrier Tabi 575/715, Papyrus Maker Peshet 310/1009, Apprentice Kenna 679/716, Camel Groom Sokha 1188/1260, Date Seller Seneb 555/738, Brickmaker Khay 580/732, Lookout Bryn 1006/903, Little Miu 1151/1035, Little Sami 656/1144, Little Nini 608/588, Little Nubi 999/1009.
2. Fields, road lands and wild lands
Outside the cities. Creatures, chests (a new one on each wild map every 15–35 min) and gathering. PvP: only with PK mode on, from Lv 20, never in Lanternwood or Sugarpalm Coast (newbie lands). A knockout sends you back to the last city you passed through.
Fields outside the city gates
Small, low-level maps right outside a city gate. The newbie fields of the starter cities are Lanternwood (Aurelia), Sre Meas (Kalara) and Bracken Glen (Caerwen).
🌾 Sre Meas (e_kalara), Lv 1–6
Rice paddies outside Kalara. Rabbits by the gate, crabs in the dykes, deer, macaques and boars further out. The Sugarpalm Coast lies east.
Size: X 0–960, Y 0–640 (about 47 s across on foot).
Ways out: west: 🌴 Kalara at 2/321; east: 🏝️ Sugarpalm Coast (Lv 5+) at 958/321.
The Paddy King (Lv 6): map leader (back 11 min after it falls).
Gather: Twigs (by hand), Pebbles (by hand), Berry Bush (by hand), Tree (axe), Coconut Palm (by hand), Rock (pickaxe).
Who
What they do
X/Y
Paddy Farmer Chenda
quests: 3 side (Lv 1–5)
224/288
Duck Herder Sophal
says: "Two hundred ducks and every one of them has opinions. They eat the snails that e…"
230/396
Little Dara
says: "This buffalo is older than me and twice as stubborn. When it stops walking, we b…"
441/268
🌳 Cypress Rise (n_aurelia), Lv 1–6
Rabbits and wild hens under the cypresses. Lanternwood lies up the Lantern Road, north.
Size: X 0–840, Y 0–630 (about 41 s across on foot).
Ways out: south: 🏘️ Aurelia at 420/628; north: 🌲 Lanternwood at 420/2.
Creatures: Field Hare (Lv 2), Cypress Toad (Lv 3), Tea-Road Thief (Lv 4), Bush Pig (Lv 5).
The Tea-Road King (Lv 6): map leader (back 11 min after it falls).
Gather: Tree (axe), Rock (pickaxe), Twigs (by hand), Pebbles (by hand), Berry Bush (by hand).
Who
What they do
X/Y
Frame Carrier Vanna
says: "Bamboo frames for the lantern-makers of Aurelia. Light to carry, terrible in a w…"
443/92
Hen Keeper Ah Lin
says: "The wild hens nest under the cypresses. I gather the eggs before the foxes do, m…"
268/390
Road Warden Kosal
says: "I keep the Lantern Road clear between the gate and the woods. Mostly that means …"
397/518
🌿 Bracken Glen (s_caerwen), Lv 1–6
A bracken glen below Caerwen. Rabbits by the gate, deer, macaques and boars down the glen. The Greymoor Highlands lie west.
Size: X 0–960, Y 0–640 (about 47 s across on foot).
Ways out: north: ⚒️ Caerwen at 480/2; west: ⛰️ Greymoor Highlands (Lv 15+) at 2/321.
Creatures: Moor Wildcat (Lv 4).
The Glen King (Lv 6): map leader (back 11 min after it falls).
Gather: Twigs (by hand), Pebbles (by hand), Berry Bush (by hand), Tree (axe), Rock (pickaxe).
Who
What they do
X/Y
Hill Farmer Ellis
quests: 3 side (Lv 1–7)
520/224
Shepherd Rhona
says: "The flock grazes the east slope where the grass is sweetest. The macaques in the…"
652/192
Charcoal Carter Owen
says: "Charcoal from the Highland burners up to the forges of Caerwen, a cartload a day…"
92/344
🌿 Mulberry Fields (w_suvarna), Lv 1–6
The capital's silk farms: hares in the mulberry rows, muntjac at the wood's edge. Bamboo Ridge lies west, and Lanternwood beyond it; the road north climbs Drumhill.
Size: X 0–840, Y 0–630 (about 41 s across on foot).
Ways out: east: 👑 Suvarna at 838/315; west: 🎋 Bamboo Ridge at 2/315; north: 🥁 Drumhill at 420/2.
Creatures: Brown Hare (Lv 1), Field Boar (Lv 3), Muntjac (Lv 4), Silk Thief (Lv 5).
The Silk Bandit King (Lv 6): map leader (back 11 min after it falls).
Gather: Tree (axe), Rock (pickaxe), Twigs (by hand), Pebbles (by hand), Berry Bush (by hand).
Who
What they do
X/Y
Silk Farmer Mei Rong
says: "The silkworms eat day and night. I pick leaves day and night. Only one of us is …"
336/252
Leaf Picker Xiao Bo
says: "Three baskets before noon or no supper. The baskets are bigger than they look."
520/346
Tracker Hu Shan
says: "Muntjac come down from Bamboo Ridge at dusk to graze the field edges. I count th…"
102/338
🧂 The Saltpans (w_aurelia), Lv 3–9
Salt crabs on the pans and shore thieves on the dikes. The Mudcrab Flats lie west, and the Sugarpalm Coast beyond them.
Size: X 0–840, Y 0–630 (about 41 s across on foot).
Ways out: east: 🏘️ Aurelia at 838/315; west: 🦀 Mudcrab Flats (Lv 5+) at 2/315.
Creatures: Salt Crab (Lv 4), Brine Toad (Lv 5), Salt Thief (Lv 6), Shore Thief (Lv 8).
The Brine King (Lv 9): map leader (back 12 min after it falls).
Gather: Tree (axe), Rock (pickaxe), Twigs (by hand), Pebbles (by hand), Sea Shells (by hand), Driftwood (by hand).
Who
What they do
X/Y
Salt Raker Dara
says: "Rake, wait, rake again. The sun does the real work; I only take the credit."
420/378
Dike Watcher Bo Tan
says: "Shore thieves walk the dikes at dusk and empty the drying sacks. I walk them fir…"
102/338
Shell Gatherer Sreyneang
says: "The tide leaves shells along the pans. The pretty ones go to the bead-makers in …"
201/491
🌾 Granary Fields (s_suvarna), Lv 5–10
Rice fields of the Ever-Full Granary: buffalo calves in the paddies, grain thieves by the barns. The Ochre Hills lie south (Lv 8+), and the Brokenblade Canyons beyond them.
Size: X 0–840, Y 0–630 (about 41 s across on foot).
Ways out: north: 👑 Suvarna at 420/2; south: ⛰️ Ochre Hills (Lv 8+) at 420/628.
The Orchard King (Lv 14): map leader (back 14 min after it falls).
Gather: Tree (axe), Rock (pickaxe), Twigs (by hand), Pebbles (by hand), Berry Bush (by hand).
Who
What they do
X/Y
Orchard Keeper Peng
says: "The macaques steal the plums while they are still green, then throw the pits at …"
604/315
Plum Picker Xiu
says: "Ripe plums go to the capital's jam makers. Bruised ones go to me."
336/220
Beekeeper Jin Hua
says: "The bees work the plum blossom and I work the bees. The bees think they are in c…"
210/409
🌵 Veal Khsach (n_kalara), Lv 6–14
Sand hares and golden jackals where the green gives way to sand. The Redsand Scrub lies north (Lv 12+), and the Sunscorch Desert beyond it.
Size: X 0–840, Y 0–630 (about 41 s across on foot).
Ways out: south: 🌴 Kalara at 420/628; north: 🌾 Redsand Scrub (Lv 12+) at 420/2.
Creatures: Sand Hare (Lv 7), Sand-Plain Monitor (Lv 9), Banteng (Lv 11), Golden Jackal (Lv 12).
The Sand-Plain King (Lv 14): map leader (back 14 min after it falls).
Gather: Tree (axe), Rock (pickaxe), Twigs (by hand), Pebbles (by hand), Iron Vein (pickaxe power 2+).
Who
What they do
X/Y
Oil Carrier Pisey
says: "Lamp oil for Kalara, carried up the Lamp-Oil Road. The jars weigh more every yea…"
443/518
Hare Trapper Visal
says: "Sand hares, quick as anything. My snares catch one in ten, and the jackals take …"
336/390
Well Digger Sokun
says: "A new well for the caravans. Deep, deeper, still dry. Tomorrow, maybe."
571/283
🥁 Drumhill (n_suvarna), Lv 8–15
Hill wolves and deserters round the old war drums, north of the capital. The Mulberry Fields lie west and south, Suvarna beyond them; the Drum Road north to Wolfsmoke Fort is not open yet.
Size: X 0–840, Y 0–630 (about 41 s across on foot).
Ways out: west: 🌿 Mulberry Fields at 2/315.
Creatures: Drum Slinger (Lv 11), Hill Wolf (Lv 12), Deserter (Lv 14).
The Drumhill Warlord (Lv 15): map leader (back 15 min after it falls).
Gather: Tree (axe), Rock (pickaxe), Twigs (by hand), Pebbles (by hand), Iron Vein (pickaxe power 2+).
Who
What they do
X/Y
Drum Keeper Old Qiu
says: "These war drums called the border garrisons once. Now I beat them at festivals, …"
420/220
Hill Shepherd Lan Yu
says: "The hill wolves take a lamb a week. I take the flock lower every week. Soon we w…"
252/378
Camp Cook Bao
says: "I cook for the road workers who will build the Drum Road, when somebody pays the…"
141/335
Road lands (T-66)
One wild map more on each road between neighbouring cities, so no city is next door to another.
🎋 Bamboo Ridge (bamboo_ridge), Lv 3–9
Bamboo groves on the ridge between Mulberry Fields and Lanternwood: bamboo hares, ridge muntjac and thieving macaques.
Size: X 0–1200, Y 0–900 (about 58 s across on foot).
Ways out: east: 🌿 Mulberry Fields at 1198/450; west: 🌲 Lanternwood at 2/450.
Redmane (Lv 27): map leader (back 20 min after it falls).
The Deserter Captain (Lv 35): map leader (back 24 min after it falls).
Maw the Bone Matriarch (Lv 45): regional boss (back 3 h after it falls).
Jungle Tiger (Lv 45): hourly elite (one of the hourly elites appears at the start of every real hour and leaves after 30 min).
King Cobra (Lv 50): hourly elite (one of the hourly elites appears at the start of every real hour and leaves after 30 min).
Rare bosses (4–5 times a game month each, unannounced): Thunderhorn (rare Wild Water Buffalo), Moonhowl (rare Grey Wolf), Smoke-Cloud Leopard (rare Clouded Leopard), Old Honeypaw (rare Sun Bear), Stripe Tyrant (rare Jungle Tiger), Cobra Emperor (rare King Cobra).
Gather: Tree (axe), Iron Vein (pickaxe power 2+), Rock (pickaxe).
Who
What they do
X/Y
Deserter Quan
says: "Suvarna wanted me on the wall in the rain. Out here nobody asks where I was post…"
393/1076
Scavenger Rina
says: "Every fight in these canyons leaves something behind. Buckles, lost coin, the od…"
992/670
Trapper Vibol
says: "Grey wolves hunt in pairs out here. Set two snares, or you are only feeding the …"
655/358
Courier Ying
says: "I have a sealed letter for Marakata and no idea which canyon runs east. They all…"
1291/1099
⛰️ Greymoor Highlands (highlands), Lv 18–40
Bears, gaur and bandits. Gold veins hide in the rocks. Caerwen lies down the east road.
Size: X 0–1848, Y 0–1320 (about 1.5 min across on foot).
Ways out: south: 🌲 Lanternwood at 924/1318; north: ❄️ Frostfang Pass (Lv 30+) at 924/2; east: 🌿 Bracken Glen at 1846/800; west: 🏜️ Sunscorch Desert (Lv 20+) at 2/800.
Creatures: Mountain Goat (Lv 18), Red Stag (Lv 19), Moor Wolf (Lv 23), Moor Brigand (Lv 29), Highland Bandit (Lv 32), Moon Bear (Lv 34), Gaur (Lv 38).
The Grey Shepherd (Lv 24): map leader (back 19 min after it falls).
Old Greyjaw (Lv 33): map leader (back 23 min after it falls).
Iron Tiger (Lv 50): quest boss for The Iron Tiger: rises at a random spot on the map's edge, back 3 h–12 h after it falls, never announced.
Rare bosses (4–5 times a game month each, unannounced): Mist Ram (rare Mountain Goat), Cairn Warlord (rare Highland Bandit), Moon-Collar Bear (rare Moon Bear), Bronzehorn (rare Gaur).
Gather: Tree (axe), Rock (pickaxe), Iron Vein (pickaxe power 2+), Gold Vein (pickaxe power 2+), Berry Bush (by hand), Twigs (by hand), Pebbles (by hand).
Who
What they do
X/Y
Elder Sao
quests: 4 side (Lv 18–55)
632/693
Herder Bryn
says: "My goats graze the low slopes by this road. The wild goats up the ridge think th…"
947/1138
Miner Hamish
says: "There is gold in these rocks if you have the back for it. I have the back. My kn…"
277/198
Herbalist Moira
says: "Mist moss grows only on the north side of these standing stones. Caerwen's heale…"
554/1095
Woodcutter Rhys
says: "Caerwen's forges eat wood faster than I can cut it. Every cart I send down comes…"
1053/633
Scout Isla
says: "I keep watch on the bandit camp up the ridge for Caerwen. They keep watch on me.…"
1726/777
Traveller Okon
says: "I am bound for Valdhem over the pass, but my legs voted to rest here first. It w…"
947/152
🏜️ Sunscorch Desert (desert), Lv 20–35
Deathstalker scorpions, sand cobras, sun monitors and dune raiders. The Dune King roams the high dunes. Solara lies north.
Size: X 0–1764, Y 0–1260 (about 1.4 min across on foot).
Ways out: south: 🌾 Redsand Scrub at 882/1258; north: ☀️ Solara at 882/2; east: ⛰️ Greymoor Highlands (Lv 15+) at 1762/730.
The Jackal Matriarch (Lv 25): map leader (back 19 min after it falls).
Sandwraith (Lv 32): map leader (back 22 min after it falls).
Dune King (Lv 35): quest boss for The Dune King: rises at a random spot on the map's edge, back 1 h–4 h after it falls, never announced.
Rare bosses (4–5 times a game month each, unannounced): Amberback (rare Deathstalker Scorpion), Elder Sunscale (rare Sun Monitor), Sand Cobra Sovereign (rare Sand Cobra), Red Veil (rare Dune Raider).
Gather: Rock (pickaxe), Iron Vein (pickaxe power 2+), Gold Vein (pickaxe power 2+), Coconut Palm (by hand), Pebbles (by hand), Twigs (by hand).
Who
What they do
X/Y
Guide Senu
says: "Fresh from Kalara? Drink before you walk, not after. The sand does not wait for …"
905/1108
Explorer Tiye
says: "These bones belonged to something as long as a caravan. I am measuring every rib…"
582/945
Water Seller Meri
says: "The caravans fill every skin here before the long dunes. I keep the spring clean…"
1111/567
Caravan Cook Ahmes
says: "Flatbread on a hot stone, dates and goat stew. A caravan walks on its belly, and…"
1129/667
Caravan Master Tariq
says: "Twelve camels, eight drivers and one cook who never stops talking. We rest here,…"
1093/504
Lookout Kha
says: "The dune raiders camp off to the north-east. From this rock I see their dust lon…"
793/264
Traveller Leila
says: "Nearly in Solara, and my feet have filed a complaint. Let me sit and pretend I a…"
859/122
🗿 Coilwater Ruins (ruins), Lv 25–55
Pythons, crocodiles and serpent warriors guard the drowned city.
Size: X 0–1848, Y 0–1320 (about 1.5 min across on foot).
Ways out: west: 🏯 Marakata at 2/662; north: 🕳️ Coilwater Deeps (Lv 45+) at 1474/101; west: ⚔️ Brokenblade Canyons (Lv 8+) at 2/1062.
Nightcoat (Lv 44): map leader (back 28 min after it falls).
The Drowned Captain (Lv 55): map leader (back 33 min after it falls).
Serpent Queen (Lv 70): golden world boss: rises at 02:20, 08:20, 14:20, 20:20 UTC (09:20, 15:20, 21:20, 03:20 at UTC+7), stays up to 2 h; announced in System chat 10 min before.
Rare bosses (4–5 times a game month each, unannounced): Treesinger (rare Pileated Gibbon), Hundredcoil (rare Reticulated Python), Old Ironjaw (rare Swamp Crocodile), Serpent Champion (rare Serpent Warrior).
Gather: Tree (axe), Fallen Masonry (pickaxe), Berry Bush (by hand), Gold Vein (pickaxe power 2+), Rock (pickaxe), Twigs (by hand).
Who
What they do
X/Y
Scout Rotha
says: "Marakata sends me to count the crocodiles on the river. Every week the number go…"
102/685
Explorer Ming
says: "A whole city lies under the river mud. I have mapped three streets and lost two …"
499/435
Herbalist Sophea
says: "The mushrooms here glow at night. Marakata's healers want them for salves, and t…"
314/1042
Fisher Bao
says: "The fish here grow fat in the drowned gardens. The crocodiles grow fat on fisher…"
757/607
Miner Lina
says: "The cave mouth is right up the path. I dug crystals in there for years, until th…"
1451/11
❄️ Frostfang Pass (frostpeak), Lv 36–50
Ice wolves, snow leopards and raiders. Diamonds hide in the ice.
Size: X 0–1848, Y 0–1320 (about 1.5 min across on foot).
Ways out: south: ⛰️ Greymoor Highlands at 924/1318; north: 🏰 Valdhem at 924/2.
Stormhide (Lv 42): map leader (back 27 min after it falls).
Whiteout (Lv 50): map leader (back 31 min after it falls).
Frost Yeti Chieftain (Lv 60): golden world boss: rises at 01:00, 07:00, 13:00, 19:00 UTC (08:00, 14:00, 20:00, 02:00 at UTC+7), stays up to 2 h; announced in System chat 10 min before.
Rare bosses (4–5 times a game month each, unannounced): Avalanche Yak (rare Wild Yak), Frostfang Alpha (rare Ice Wolf), Ghost of the Pass (rare Snow Leopard), Rimehorn Warchief (rare Ice Raider).
Gather: Tree (axe), Ice Crystal (pickaxe), Diamond Vein (pickaxe power 2+), Rock (pickaxe), Twigs (by hand).
Who
What they do
X/Y
Herder Sigrun
says: "My yaks know this slope better than I do. When they turn back, I turn back. No q…"
277/884
Miner Bjorn
says: "Diamonds sleep in the blue ice of this rock. Chip slowly, or you crack the stone…"
1478/607
Hunter Leif
says: "Ice wolf pelts are the warmest in the realm, and the wolves know it. They fight …"
1090/1016
Scout Tove
says: "Valdhem pays me to watch this road for raiders. The raiders pay nothing, but the…"
947/102
Traveller Hua
says: "Six winters in Valdhem's garrison. Now I am walking home to Suvarna, one frozen …"
901/1158
3. Caves
Caves are dead ends: the way out is the stair you came down, or a Return Charm. They are dark, need a strong party lower down, and their rocks hide the cave finds (Cave Jade, Ember Ruby, Starfall Stone; an Iron Pickaxe or better). The Coilwater Deeps open from the Coilwater Ruins; the Fire Stair on the Deeps' second floor goes down into the Dragon's Furnace.
Coilwater Deeps
Coilwater Deeps · The Flooded Steps (cave), Lv 45–55
Bats and giant spiders. The stair down to the Webbed Channel is in the north; a low tunnel west drops into the Glowworm Grotto. It is dark down here.
Size: X 0–960, Y 0–720 (about 47 s across on foot).
Stairs: south: 🗿 Coilwater Ruins at 480/718; north: 🕳️ Coilwater Deeps 2 (Lv 50+) at 480/2; west: 🕳️ Glowworm Grotto (Lv 50+) at 2/360.
The Drowned Warden (Lv 54): map leader (back 32 min after it falls).
Rare bosses (4–5 times a game month each, unannounced): Duskwing (rare Cave Bat), Great Cave Weaver (rare Giant Cave Spider).
Gather: Cave Crystal (pickaxe power 2+; may give Cave Jade), Gold Vein (pickaxe power 2+; may give Starfall Stone), Iron Vein (pickaxe power 2+; may give Starfall Stone), Rock (pickaxe; may give Starfall Stone).
Who
What they do
X/Y
Explorer Pei
quests: 2 side (Lv 50–52)
503/638
Coilwater Deeps · The Glowworm Grotto (cave_grotto), Lv 50–58
Glowworms on the roof, glow spiders in the corners and the Glowworm Matriarch somewhere in the dark. The only way out is the stair east, back up to the Flooded Steps.
Size: X 0–560, Y 0–420 (about 27 s across on foot).
Stairs: east: 🕳️ Coilwater Deeps at 558/210.
Creatures: Glowback Spider (Lv 52), Glowshell Beetle (Lv 54), Pale Pool Python (Lv 55).
The Crystal Keeper (Lv 56): map leader (back 33 min after it falls).
The Glowworm Matriarch (Lv 58): quest boss for The Glowworm Matriarch: rises at a random spot on the map's edge, back 4 h–8 h after it falls, never announced.
Gather: Cave Crystal (pickaxe power 2+; may give Cave Jade), Gold Vein (pickaxe power 2+; may give Starfall Stone), Rock (pickaxe; may give Starfall Stone).
Who
What they do
X/Y
Crystal Cutter Lan
quests: 2 side (Lv 53–57)
488/233
Coilwater Deeps · The Webbed Channel (cave_2), Lv 55–75
Webspinners and Deep Delvers. The Shadow Demon Dragon guards the stair down.
Size: X 0–960, Y 0–720 (about 47 s across on foot).
Stairs: south: 🕳️ Coilwater Deeps at 480/718; north: 🐉 Dragon's Furnace (Lv 60+) at 480/2.
Creatures: Deep Delver (Lv 58), Delver Lamplighter (Lv 60), Webspinner (Lv 62), Web Bat (Lv 63), Drowned Delver (Lv 66).
The Delver Elder (Lv 68): map leader (back 39 min after it falls).
Shadow Demon Dragon (Lv 75): golden world boss: rises at 03:40, 09:40, 15:40, 21:40 UTC (10:40, 16:40, 22:40, 04:40 at UTC+7), stays up to 2 h; announced in System chat 10 min before.
Rare bosses (4–5 times a game month each, unannounced): Deep Chieftain (rare Deep Delver).
Gather: Cave Crystal (pickaxe power 2+; may give Cave Jade), Gold Vein (pickaxe power 2+; may give Starfall Stone), Rock (pickaxe; may give Starfall Stone).
Dragon's Furnace
Dragon's Furnace · The Cinder Gallery (lair), Lv 62–72
Lava lizards and cinder bats. The Ancient Serpent Dragon sleeps on the floor below, in the Dragon's Bed; the old Slag Pits open to the east.
Size: X 0–840, Y 0–630 (about 41 s across on foot).
Stairs: south: 🕳️ Coilwater Deeps 2 at 420/628; north: 🐉 Dragon's Furnace 2 (Lv 70+) at 420/2; east: 🐉 Slag Pits (Lv 66+) at 838/315.
Cinderhorn (Lv 72): map leader (back 40 min after it falls).
Rare bosses (4–5 times a game month each, unannounced): Cinderscale (rare Lava Lizard).
Gather: Gold Vein (pickaxe power 2+; may give Starfall Stone, Ember Ruby), Diamond Vein (pickaxe power 2+; may give Starfall Stone), Cave Crystal (pickaxe power 2+; may give Cave Jade, Ember Ruby).
Who
What they do
X/Y
Ash Prospector Bao
quests: 3 side (Lv 64–72)
397/558
Dragon's Furnace · The Slag Pits (lair_pits), Lv 66–74
Slag hounds and soot bats round the cooling pools; the Slag Tyrant prowls the rim. The only way out is the stair west, back up to the Cinder Gallery.
Size: X 0–560, Y 0–420 (about 27 s across on foot).
The Pit Overseer (Lv 72): map leader (back 40 min after it falls).
The Slag Tyrant (Lv 74): quest boss for The Slag Tyrant: rises at a random spot on the map's edge, back 6 h–12 h after it falls, never announced.
Gather: Gold Vein (pickaxe power 2+; may give Starfall Stone, Ember Ruby), Diamond Vein (pickaxe power 2+; may give Starfall Stone), Cave Crystal (pickaxe power 2+; may give Cave Jade, Ember Ruby).
Dragon's Furnace · The Dragon's Bed (lair_2), Lv 72–80
Magma lizards, and the Ancient Serpent Dragon coiled round the fire. Come with a strong party!
Size: X 0–840, Y 0–630 (about 41 s across on foot).
Old Slagback (Lv 78): map leader (back 43 min after it falls).
The Molten Warden (Lv 79): hidden-chamber boss.
Ancient Serpent Dragon (Lv 80): golden world boss: rises at 05:00, 11:00, 17:00, 23:00 UTC (12:00, 18:00, 00:00, 06:00 at UTC+7), stays up to 2 h; announced in System chat 10 min before.
Gather: Gold Vein (pickaxe power 2+; may give Starfall Stone, Ember Ruby), Diamond Vein (pickaxe power 2+; may give Starfall Stone), Cave Crystal (pickaxe power 2+; may give Cave Jade, Ember Ruby).
4. Systems
PK (player fights)
Two states: No PK and PK (your name turns red). Switch with the PK button on the menu bar or F8 (wait 10 s between switches).
In PK mode you can attack any player outside the safe lands except your own party. Nobody under Lv 20 can fight or be attacked.
Knocking out a No PK player raises your PK value (+1, more for repeat or much weaker victims). At 6 your name stays red; at 10 PK mode is forced off.
PK value drops by 1 every 3 h online, or with a Penance Pill brewed by a city Constable (100 + 5 × level coins, 2 a day).
No PvP in the cities or in Lanternwood and Sugarpalm Coast.
Sects and weapon skills
Skills come from the weapon you hold: sword, spear or club (and the harpoon underwater). Put up to 4 on the bar (keys Q, W, E, A, S, D, Z, X, C); right click uses the selected one.
Join a sect from Lv 10 at its Recruiter (3 joining quests). One sect at a time; leaving burns 500 + 50 × level coins and starts a 7-day wait.
Sect
Weapon
Recruiter
Where
Lotus Blade School
sword
Recruiter Yuelan
Suvarna 2009/1997
Azure Spear Court
spear
Recruiter Sovath
Aurelia 852/891
Oakstaff Clan
club
Recruiter Brannoc
Caerwen 1314/1220
Skill
Weapon
Sect
From Lv
What it does
Taught by
Crimson Crescent
sword
–
3
A red-gold crescent sweeps everything in front of you. Wounds bleed for 4 s.
Drill Instructor Jun (Aurelia), Sword Instructor Kai (Suvarna), Arena Master Tao (Suvarna)
Frost Moon Cleave
sword
Lotus Blade School
10
An ice-blue cleave that chills: foes move at half speed for 3 s.
Recruiter Yuelan (Suvarna)
Comet Piercing Thrust
spear
–
3
A thrust so fast it leaves streaks of light, piercing every foe in a line. Breaks armor: +25% damage taken for 5 s.
Drill Instructor Jun (Aurelia), Sword Instructor Kai (Suvarna), Arena Master Tao (Suvarna)
Azure Thunder Lance
spear
Azure Spear Court
10
Two lightning strikes down the spear's line. Half the time the thunder stuns for 0.9 s.
Recruiter Sovath (Aurelia)
Mountain-Shaking Slam
club
–
3
Bring the club down so hard the ground cracks. Everything in the shockwave is stunned for 1.2 s.
Drill Instructor Jun (Aurelia), Sword Instructor Kai (Suvarna), Arena Master Tao (Suvarna)
Nine-Gale Whirl
club
Oakstaff Clan
10
Spin into a whirlwind: three sweeps around you, and the wind drags at everyone caught in it.
Recruiter Brannoc (Caerwen)
Phoenix Ember Burst
sword
Lotus Blade School
5
Inner fire takes the shape of a phoenix and bursts on the target spot. Burns for 5 s.
Recruiter Yuelan (Suvarna)
Pillar of the Dawn Sun
spear
Azure Spear Court
15
A column of golden light falls on the target. The combo finisher: at 3+ combo steps it always crits and stuns.
Recruiter Sovath (Aurelia)
Tide-Piercer Throw
harpoon
–
3
Underwater only: a harpoon thrown with your whole body, piercing up to three fish in a line for 2.5× the harpoon's damage. Taught by the Harbor Captain.
Harbor Captain Ren (Aurelia), Drill Instructor Jun (Aurelia), Sword Instructor Kai (Suvarna), Arena Master Tao (Suvarna)
Gathering and crafting
Twigs, pebbles, berry bushes, palms, shells and driftwood: pick up by hand. Trees need an axe; rocks and veins a pickaxe (gold, iron, diamond veins and cave crystal need power 2: an Iron Pickaxe). Craft the first Stone Axe and Stone Pickaxe at a Forge.
Craft at a city Forge (smithing), Tailor (tailoring), Kitchen (cooking) or the Harbor Captain's dive workshop (diving). Fees are burned.
Cave finds (Cave Jade, Ember Ruby, Starfall Stone) come only from cave rocks, never sell to a shop, and make the Jade Sword, Starfall Spear and Ember Ruby Blade.
Plant seeds on open ground anywhere in the wild (no farmland). A ripe crop withers if nobody picks it in time.
Resource
Tool
Gives
Twigs
hand
Stick
Pebbles
hand
Stone
Berry Bush
hand
Wild Berries, Blueberries, Strawberry
Tree
axe
Log, Stick, Apple, Green Apple, Pear, Peach, Cherries, Orange
Rock
pickaxe
Stone, Iron Ore
Coconut Palm
hand
Coconut, Banana, Mango, Kiwi, Pomegranate
Sea Shells
hand
Sea Shell
Driftwood
hand
Log, Stick
Gold Vein
pickaxe (power 2)
Gold Ore, Stone
Diamond Vein
pickaxe (power 2)
Diamond, Ice Crystal, Stone
Ice Crystal
pickaxe
Ice Crystal
Fallen Masonry
pickaxe
Stone, Ancient Relic, Ancient Coin, Golden Torque
Cave Crystal
pickaxe (power 2)
Ice Crystal, Gold Ore
Iron Vein
pickaxe (power 2)
Iron Ore, Stone
Chests
A chest appears on each wild map 15–35 min after the last one and vanishes after 20 min unopened.
Stand still by it: a 0–100 % bar fills in 3 s. A hit or a step stops it, and the next try starts from 0.
Tiers: Wooden Chest, Silver Chest, Golden Chest. Admins can drop one from the admin page.
Bosses
Golden world bosses (strict clock, announced): Frost Yeti Chieftain in Frostfang Pass at 01:00, 07:00, 13:00, 19:00 UTC (08:00, 14:00, 20:00, 02:00 at UTC+7), stays up to 2 h; Serpent Queen in Coilwater Ruins at 02:20, 08:20, 14:20, 20:20 UTC (09:20, 15:20, 21:20, 03:20 at UTC+7), stays up to 2 h; Shadow Demon Dragon in Coilwater Deeps 2 at 03:40, 09:40, 15:40, 21:40 UTC (10:40, 16:40, 22:40, 04:40 at UTC+7), stays up to 2 h; Ancient Serpent Dragon in Dragon's Furnace 2 at 05:00, 11:00, 17:00, 23:00 UTC (12:00, 18:00, 00:00, 06:00 at UTC+7), stays up to 2 h.
Quest bosses (unannounced, random edge spot, body stays until it rises again, 30 min–24 h waits): Tusk Lord (Lanternwood), Captain Blackfin (Sugarpalm Coast), Dune King (Sunscorch Desert), Iron Tiger (Greymoor Highlands), the Glowworm Matriarch (Glowworm Grotto), the Slag Tyrant (Slag Pits).
Rare creature bosses: 34 kinds, each 4–5 times a game month (28 days) at a random time in its kind's area, golden aura, gone after 1 h. Nearby players feel the ground shake (System chat). Each drops its trophy. Listed under each map above.
Map leaders ("X King" mini-bosses) live on every wild map and cave floor; listed under each map above.
Diving
From Aurelia's pier (the Dive Point by the Harbor Captain). You hold your breath: 60 s at Diving Lv 1, +4 s a level.
Breath pills swallowed underwater add more (at most +240 s a dive): Kelp Breath Pill +30 s, Pearl Breath Pill +60 s, Dragon-Lung Pill +120 s. The Leviathan Pearl in your bag gives +120 s on every dive.
The harpoon has its own skill underwater (Tide-Piercer Throw). Three treasure quests find items in wrecks and oysters.
Stalls and trade
Open a stall from the bag (anywhere on land): a title (up to 24 letters), a price per item, up to 30 listings; "Switch to vending" keeps it open while you are away. Goods wait on the shelf through logouts and restarts.
Direct trade face to face from Lv 10. No tax on trades or stall sales (Boy's decision D10).
Vault (Item Keeper)
Click any Item Keeper (every city gate yard) to open the vault at once. All keepers open the same vault. From Lv 10; 2 free pages of 24 slots, more for Gems (up to 10).
Rankings
Top 20 by level and by wealth (coins + bank), a snapshot taken once a day. Open it from the minimap "?".
Return Charm
Sold by every General Store (30 coins) and found in chests. Use it, wait 3 s without being hit, and you are back in the last city you passed through. Not within 15 s of a player fight. The only quick way out of a cave.
Mounts and pets
Press T to ride. Mounts add speed and never break; after a hit you wait 5 s before mounting again. Riders stay mounted when they talk to NPCs, shop or travel.
Mount or pet
Speed
Where to get it
Mountain Pony
+30 %
Royal Stable, 2,000 coins, Lv 10+
War Horse
+55 %
Royal Stable, 8,000 coins + 5 Gems, Lv 25+
Royal Elephant
+70 %
Royal Stable, 30,000 coins + 30 Gems, Lv 50+
Red Fox
pet (follows you)
Royal Stable, 1,500 coins, Lv 5+
Tree Frog
pet (follows you)
dropped by Wild Frog King; chests (Wooden Chest)
Squirrel Wizard
pet (follows you)
chests (Golden Chest)
Dragonling
pet (follows you)
dropped by Serpent Queen, Shadow Demon Dragon
Spirit Tiger
+120 %
dropped by Ancient Serpent Dragon
Death, knockout and respawn
No EXP loss. Knocked out in the wild you lie where you fell: Return to town (after 20 s) or wait for a party member to help you up; after 60 s you go back on your own to the last city you passed through.
Half of each raw-goods stack you carry drops where you fell; you may pick it back up first.
Closing the game outside a city leaves your hero in the world for 20 s.
AFK
After 10 min with no input, everyone else fades from your screen one by one (about 30 s); buildings stay. Move and everyone comes back.
Loot on the ground
Kill drops lie on the ground item by item. The top damage dealer's party picks first (30 s, 60 s for a boss), then anyone; items vanish after 2 min (3 min for a boss).
Pick up with a click or Z (no auto-loot). Drag an item from the bag onto the world to drop it (anyone can take it; gone after 2 min). Bound and token items never drop.
5. Items worth knowing
Weapons
Item
Stats
Needs
Where to get it
Wooden Club
6 dmg, crit 5 %
–
craft at a Forge (smith) (smithing 1; 6 Stick)
Stone Spear
10 dmg, crit 5 %, hit +5 %
combat 3
craft at a Forge (smith) (smithing 3; 4 Stick, 3 Stone, 1 Log)
Iron Sword
18 dmg, crit 8 %, hit +10 %
combat 10
craft at a Forge (smith) (smithing 10; 5 Iron Ingot, 1 Log, 2 Animal Hide)
Golden Kris
30 dmg, crit 12 %, hit +12 %
combat 18
craft at a Forge (smith) (smithing 16; 6 Gold Ore, 4 Iron Ingot, 2 Animal Hide); dropped by Iron Tiger
Jade Sword
38 dmg, crit 12 %, hit +15 %
combat 21
craft at a Forge (smith) (smithing 19; 4 Cave Jade, 6 Iron Ingot, 4 Ice Crystal, 1 Log)
Frost Spear
45 dmg, crit 10 %, hit +20 %
combat 25
craft at a Forge (smith) (smithing 22; 12 Ice Crystal, 6 Iron Ingot, 2 Log); dropped by Frost Yeti Chieftain
Starfall Spear
55 dmg, crit 12 %, hit +20 %
combat 28
craft at a Forge (smith) (smithing 25; 3 Starfall Stone, 8 Iron Ingot, 6 Ice Crystal, 2 Log)
Relic Blade
65 dmg, crit 15 %, hit +20 %
combat 32
craft at a Forge (smith) (smithing 28; 3 Ancient Relic, 8 Gold Ore, 8 Iron Ingot); dropped by Serpent Queen, Maw the Bone Matriarch
Ember Ruby Blade
80 dmg, crit 18 %, hit +22 %
combat 35
craft at a Forge (smith) (smithing 31; 2 Ember Ruby, 3 Starfall Stone, 2 Cave Jade, 10 Gold Ore, 10 Iron Ingot)
Serpent Dragon Blade
110 dmg, crit 20 %, hit +30 %
combat 40
craft at a Forge (smith) (smithing 35; 3 Dragon Scale, 2 Diamond, 10 Gold Ore, 2 Ancient Relic)
Armour (helmet, chest, boots)
Item
Stats
Needs
Where to get it
Leather Cap
1 def (helmet)
–
craft at a Tailor (tailoring 3; 3 Animal Hide, 2 Cotton Thread); chests (Wooden Chest)
Iron Helmet
3 def (helmet)
combat 8
craft at a Forge (smith) (smithing 8; 4 Iron Ingot, 2 Animal Hide); dropped by Tusk Lord; chests (Silver Chest)
Golden Helmet
5 def (helmet)
combat 16
craft at a Forge (smith) (smithing 16; 5 Gold Ore, 3 Iron Ingot); dropped by Captain Blackfin, Dune King; chests (Golden Chest)
Diamond Helmet
9 def (helmet)
combat 25
craft at a Forge (smith) (smithing 26; 2 Diamond, 6 Gold Ore, 6 Iron Ingot)
Dragon Helm
13 def (helmet)
combat 35
craft at a Forge (smith) (smithing 35; 2 Dragon Scale, 2 Diamond, 8 Gold Ore); dropped by Shadow Demon Dragon
Leather Vest
3 def (armor)
–
craft at a Tailor (tailoring 4; 6 Animal Hide, 4 Cotton Thread); chests (Silver Chest)
Iron Chestplate
6 def (armor)
combat 8
craft at a Forge (smith) (smithing 10; 8 Iron Ingot, 4 Animal Hide)
Golden Chestplate
10 def (armor)
combat 16
craft at a Forge (smith) (smithing 18; 10 Gold Ore, 6 Iron Ingot, 4 Animal Hide); dropped by Iron Tiger
Diamond Chestplate
16 def (armor)
combat 25
craft at a Forge (smith) (smithing 28; 4 Diamond, 10 Gold Ore, 10 Iron Ingot); dropped by Serpent Queen
Dragon Scale Armor
24 def (armor)
combat 35
craft at a Forge (smith) (smithing 38; 4 Dragon Scale, 3 Diamond, 12 Gold Ore, 2 Ancient Relic)
Leather Boots
1 def (boots)
–
craft at a Tailor (tailoring 3; 3 Animal Hide, 2 Cotton Thread); chests (Wooden Chest)
Iron Boots
2 def (boots)
combat 8
craft at a Forge (smith) (smithing 8; 3 Iron Ingot, 2 Animal Hide); dropped by Tusk Lord; chests (Silver Chest)
Golden Boots
4 def (boots)
combat 16
craft at a Forge (smith) (smithing 16; 4 Gold Ore, 3 Iron Ingot); dropped by Captain Blackfin, Dune King; chests (Golden Chest)
Diamond Boots
7 def (boots)
combat 25
craft at a Forge (smith) (smithing 26; 2 Diamond, 5 Gold Ore, 5 Iron Ingot); dropped by Frost Yeti Chieftain; chests (Golden Chest)
Dragon Boots
10 def (boots)
combat 35
craft at a Forge (smith) (smithing 35; 2 Dragon Scale, 1 Diamond, 8 Gold Ore); dropped by Shadow Demon Dragon
Tools, harpoons and dive bags
Item
Stats
Needs
Where to get it
Stone Axe
axe 1
–
craft at a Forge (smith) (smithing 1; 4 Stick, 3 Stone)
Iron Axe
axe 2
woodcutting 6
craft at a Forge (smith) (smithing 6; 3 Iron Ingot, 2 Log)
Stone Pickaxe
pickaxe 1
–
craft at a Forge (smith) (smithing 1; 4 Stick, 4 Stone)
Iron Pickaxe
pickaxe 2
mining 6
craft at a Forge (smith) (smithing 7; 3 Iron Ingot, 2 Log)
Bone Harpoon
harpoon 2
–
craft at a Forge (smith) (smithing 1; 8 Fish Bone, 1 Metal Plate); Harbor Captain, 25 coins
Iron Harpoon
harpoon 3
diving 5
craft at a Forge (smith) (smithing 6; 6 Metal Plate, 6 Fish Bone)
Pearl Trident
harpoon 5
diving 12
craft at a Forge (smith) (smithing 15; 14 Metal Plate, 4 Pearl, 10 Coral Chunk)
Net Bag
bag 15
–
craft at a Tailor (tailoring 1; 6 Cotton Thread); Harbor Captain, 15 coins
Cloth Bag
bag 25
diving 6
craft at a Tailor (tailoring 7; 6 Cloth)
Diver's Bag
bag 40
diving 12
craft at a Tailor (tailoring 16; 14 Cloth, 10 Coral Chunk, 4 Animal Hide)
Rings
Item
Stats
Needs
Where to get it
Tide Ring
+2 attack
–
craft at a Forge (smith) (smithing 5; 2 Iron Ingot, 4 Sea Shell)
Pearl Ring
+3 attack
smithing 8
craft at a Forge (smith) (smithing 8; 3 Iron Ingot, 3 Pearl)
Gems (💎) are a separate, earn-only currency: a small number enter the game each day (rare bosses, chests, quests). They buy vault pages and some mounts; nothing that adds power is sold for money.
Pills and potions
Item
What it does
Where to get it
Return Charm
Takes you back to the last city you passed through.
General Store, 30 coins; dropped by Pirate, Highland Bandit, Deep Delver, Shore Thief and 1 more; chests (Wooden Chest)
Health Tonic
Heals 40 HP.
General Store, 20 coins; dropped by Tusk Lord, Wild Frog King, Dune King; chests (Wooden Chest, Silver Chest); quest reward: A Restless Forest, Word to the Gates, Too Strong Alone and 12 more
Penance Pill
Lowers your PK value by 1 (in No PK mode). Bound to you.
a Constable (100 + 5 × level coins); dropped by Ancient Serpent Dragon, Serpent Queen, Maw the Bone Matriarch, Shadow Demon Dragon
Kelp Breath Pill
Swallow it underwater: +30 s of breath on this dive.
Harbor Captain, 8 coins; quest reward: The Pearl-Diver's Knife
Pearl Breath Pill
Swallow it underwater: +60 s of breath on this dive.
craft at the Harbor Captain's dive workshop (Aurelia pier) (diving 6; 1 Pearl, 3 Coral Chunk, 2 Jellyfish Jelly); quest reward: The Bell of the Lost Junk, The Sunken Envoy's Seal
Dragon-Lung Pill
Swallow it underwater: +120 s of breath on this dive.
craft at the Harbor Captain's dive workshop (Aurelia pier) (diving 14, Lv 30; 1 Black Pearl, 1 Golden Scale, 6 Coral Chunk)
Leviathan Pearl
Carried in your bag, it holds the Leviathan's breath: +120 s of breath on every dive.
craft at the Harbor Captain's dive workshop (Aurelia pier) (diving 20, Lv 40; 1 Abyss Lens, 1 Frost Core, 2 Black Pearl, 12 Iron Ingot)
6. Controls
The same list as in Settings → Controls in the game.
PC
Key
What it does
Left click
Move there; talk to a person; pick up an item; attack a creature
Right click
Use the selected skill (right-click a skill on the bar to select it)
Ctrl + right click
View a player (equipment, level, actions)
Ctrl + drag
Look around (the minimap drags too)
Mouse wheel
Zoom
Q W E / A S D / Z X C
Skills on the bar (at sea W A S D steer)
1 – 8
Tonics and food on the item bar
Space
Pick up the loot nearby (at sea: throw the harpoon)
F
Talk / use what is next to you
Alt (hold)
Show item names on the ground
V
Meditate
M
Mount / get off
Tab
Map
B
Rankings
G
Gestures
F2
Settings
F3
Character
F4
Bag
F5
Martial arts
F6
Friends
F8
PK on / off
F11
Quests
Enter
Chat
Phone
Touch
What it does
Drag
Move: drag anywhere on the ground, the hero walks the way you drag
Tap
Walk there; talk to a person; pick up an item; attack a creature
Two fingers
Look around
Buttons
Attack, skills, use, pick up, meditate and ride sit at the bottom right
7. Admin tools
The admin site runs on the server's admin port (local only, through an SSH tunnel) and needs a staff login: a password each person sets (the Owner with npm run admin:password on the server; staff with a one-time setup code) and optional 2FA. Every action needs a reason and is logged with the staff name. npm run admin opens the login page; for the test server: npm run admin:test.
Overview
Page
What it does
Dashboard
players online now and over 24 h / 7 d, per city and map; new characters per day; coins minted and burned; top earners; open alerts; server health
Analytics
daily, weekly and monthly active players, new players, retention after 1, 7 and 30 days, session length, peak hours, levels, the newbie-guide funnel, inflation and the richest 1 % (24 h, 7 d, 30 d or all time; CSV)
Heatmap
where heroes spend their time, per map
Players
Page
What it does
Players
every hero, searched, filtered, sorted and paged on the server; CSV
Give items
give any item (a grid of pictures with search and categories) to a hero, with an amount and a reason
Reports
player reports sent with /report in chat: status, staff notes, replies as System mail
World
Page
What it does
Live map
a live map per map with hero and boss dots
Bosses & events
world, quest and rare boss timers; spawn controls (off on the shared dev server)
NPCs
every named NPC with their face
Economy
Page
What it does
Economy
coins minted and burned, supply, inflation, top earners, item prices at stalls
Trades & stalls
face-to-face trades, stall sales and the stalls open now
Moderation
Page
What it does
Alerts
automatic alerts (speed and teleport hacks, floods, bots, multi-accounts, coin or item jumps, chat spam and banned words, gold farming) with watch, dismiss, jail and ban
Chat logs
world, local and party chat with search; the banned-word list
Live ops
Page
What it does
Announcements & events
announcements now, and scheduled announcements, EXP boosts, boss events and maintenance
Mail & compensation
server-wide System mail with a gift, and compensation for everyone online at a moment (Owner)
Maintenance
schedule or end maintenance
Server
Page
What it does
Server & release
tick time, memory, uptime, version and release
Backups
back up now, or roll the whole world back
Staff
staff accounts and roles (Owner, Game Master, Moderator, Viewer), setup codes, revoke
Admin log
who did what, when and why
On a player: Message, Give item, Take item, Coins ±, Set level, Teleport, Rename, Set PK, Unmute, Mute, Kick, Release, Jail, Unban, Ban, Staff note, Roll back….