BlakSton Server connecting…
Managed heap: -
Started: -
Up for: -
Loop: -
Game: -
Autosave: -
Objects: -
Rooms: -
Users: -
Timers: -
Sessions: -
#NameSinceStateFrom

Runtime

Inbound packets / sec (by handler cost)

Packet typeCountTotal msMax ms

Kod memory accounting (bytes)

Recent slow ticks (>100 ms) — newest first

TimeBusy msPktsPhase breakdown (ms)

Log

Error

Debug

Response (this tab's commands)

Live admin output (all sources)

(no player logged on)
RegionStateGiverQuesterTitle ObjectiveRewardTime

Testing toggles. They apply to the whole server for every player, are not saved, and reset to off when the server restarts.

Game clock

Game time: -

The clock always jumps forward to the next occurrence of that time, so the date never runs backwards. Freeze holds it there — otherwise it keeps ticking from the new time. Changing the day length re-arms the hour tick and is sent on to clients, but expect the time of day to jump: it is derived from real time modulo the day length.

Advancement

Advancement boost: -

Multiplies the chance to improve a skill or spell (on each successful use) and to gain a hit point (on a kill). Caps still apply: abilities stop at 99 and base max health at 101+stamina, and rooms that block improving still block it.

Combat

Damage scaling: -

Scales damage at both AssessDamage funnels, so melee, spells, area effects and hazards are all covered. Applied before resistances and defence so those still matter; the game's per-hit damage cap still bounds what a player can take from one blow.

Weather

Weather: -

Anything but Automatic pins the weather — otherwise the next game day would re-roll it (every game day, so quite often at the current fast clock). Storm also drives the stormy dawn/dusk/day phase.

Area of interest

View distance: -
units

The distance at which entities spawn into and despawn out of a player's view. Applying it re-runs every logged-on player's visibility check straight away, so enemies appear/disappear to match the new radius without waiting for them to move. Monsters go dormant past 1.5x this.

World actions

Acts on the chosen player, or on the room they are standing in. Spawned enemies are forced in at the player's exact position (room monster caps ignored) and wake up hostile; killed enemies drop loot and leave corpses that decay normally — nobody is credited with the kills. Killing the player drops their corpse and loot and respawns them, with no killer credited (so no death broadcast and no PK flagging).

Flags