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Portals, a janitor, and per-class mana

This build is less about one big system and more about the world feeling more lived-in: it is easier to get around, it tidies up after itself, and mana is no longer a single rule imposed on every class.

Fast travel

The world now has a network of fast-travel portals. Portal points are placed by hand in the content tools and grouped into a cross-zone network, so the layout of the network is authored rather than automatic.

Stepping onto a portal discovers it, and that discovery is remembered per character. Discovering a portal opens a destination picker showing the whole network: points you have already found are selectable, and the rest stay greyed out until you reach them. Choose a known destination and you travel there directly. The result is a map that opens up as you explore it, rather than a fixed list of teleports handed to you up front.

A janitor for dropped loot

Until now, items left on the ground stayed there forever — every unclaimed monster drop and every item a player dropped simply accumulated. This build adds a quiet janitor that clears ground loot on a timer.

Each dropped item is given a lifespan when it lands. More valuable items linger longer than junk, and anything a player deliberately dropped lasts considerably longer than loot shaken loose from a monster, so a bag emptied on purpose is recoverable rather than gone in a blink. Nothing vanishes while a player is standing nearby, so loot never disappears out from under you mid-scavenge — it only cleans up once the area is clear. The whole thing is silent and has no in-world presence; the floor just stops filling up with things nobody wants.

Mana that fits the class

Mana used to follow one fixed rule for everyone: a slow passive trickle tied to a single attribute. This build turns mana into a per-class system, so different classes can have genuinely different relationships with it.

A class can now regenerate mana passively or not at all, off whichever attribute suits it, at its own pace. It can also earn mana through play — gaining it by landing hits or by taking damage — or run on a fixed pool that never grows. That opens the door to martial classes that build resource by fighting rather than waiting, alongside traditional casters who regenerate over time. As a side effect of the rework, your current mana now survives a reconnect instead of quietly refilling, and passive regen ticks on a clearer “MP every 5 rounds” cadence that the interface now labels directly.

Also in this build

  • Ranged weapons and an aim mode. Bows and daggers arrive with a dedicated targeting mode and their own hit sounds. Bows trade the ability to stun for their reach.
  • Sharper interface. The UI now renders at double resolution and scales to fit any window or fullscreen, so fonts and icons stay crisp; the map art scales cleanly too.
  • A defensive toolkit for the Knight. New spell effects — damage-reducing wards, damage-amplifying empowers, charges that block incoming attacks outright, and heals scaled to a share of max HP — drive new Knight spells like Shield Wall, Fortress, and Cure.
  • Combat tuning. Attacker and target now both enter combat on any attempt, hit or miss; the combat log splits a cast from its per-target results; and passive shield auras now reflect active buffs, not just worn gear.
  • Hotbar shortcuts. Hotbar slots can be fired from the keyboard, with the shortcut shown on each icon.
  • Command reference and set-swapping. A swapset command switches weapon sets, and a new in-game reference lists the available text commands.
  • Small touches. Thieves see secret tiles marked on the minimap, the character-creation screen previews your chosen portrait, and the monk’s Chi Strike is now Ki Strike.