## Summary
- Refactors the poison system to separate `Index` (globally unique ID) from `Level` (tier within a family), enabling multiple poison families (Standard, Darkglow, Parasitic) to coexist without collisions
- Implements Darkglow and Parasitic poison special effects from Mondain's Legacy: Darkglow boosts damage by 10% when attacker is ranged, Parasitic heals the attacker for damage dealt in melee range
- Fixes several bugs: `Register()` crashing on duplicate `Level` values across families, `IncreaseLevel()` crossing family boundaries, `InfectiousStrike` and `NinjaWeapons` stripping poison family via level-based lookups, and `ArchCure`/`CleansingWinds` using raw `Level + 1` instead of `IncreaseLevel()`
## Changes
**`Projects/Server/Poison.cs`** — Adds `PoisonFamily` enum and abstract `Family` property. Adds `Index` as unique identifier. Fixes `Register()` to check `Index` uniqueness (not `Level`) and validate the new poison's name (not the existing one's). Fixes `IncreaseLevel()` to use `Index + 1`, naturally respecting family boundaries via Index gaps. Replaces linear name lookup with `Dictionary`-based `PoisonsByName`.
**`Projects/UOContent/Misc/Poison.cs`** — Adds `family` parameter to `PoisonImpl`. Implements Darkglow effect (10% damage boost when `From` >1 tile, cliloc 1072850) and Parasitic effect (heals `From` for damage dealt within 1 tile, cliloc 1060203) in `PoisonTimer.OnTick()`. Renames `m_` fields to `_` convention.
**`Projects/UOContent/Misc/PoisonKinds.cs`** — New file. Moves poison registration out of `PoisonImpl` into `PoisonKinds.Configure()`. Adds `PoisonFamily` to Darkglow/Parasitic registrations. Provides extension properties (`Lesser`, `Deadly`, `LesserDarkglow`, etc.), `GetPoison(int level)` (standard-only), `GetPoisonByFamilyAndLevel()`, and `IsDarkglow`/`IsParasitic` instance helpers.
**`Projects/UOContent/Items/Weapons/Abilities/InfectiousStrike.cs`** — Family-aware poison scaling: Darkglow caps at Deadly (Poisoning/33.3), Parasitic caps at Lethal (Poisoning/25), Standard unchanged. Level bump uses `IncreaseLevel()` with family boundary check.
**`Projects/UOContent/Items/Skill Items/Ninjitsu/NinjaWeapons.cs`** — EvilOmen level bump uses `Poison.IncreaseLevel()` instead of `Poison.GetPoison(Level + 1)`.
**`Projects/UOContent/Spells/Fourth/ArchCure.cs`** and **`CleansingWindsSpell.cs`** — Replace `poison.Level + 1` with `Poison.IncreaseLevel(poison).Level` for family-safe cure chance calculation.
**`Projects/Server/Serialization/SerializationExtensions.cs`** — Serializes/deserializes `Index` instead of `Level`.
**`DarkglowPotion.cs`** / **`ParasiticPotion.cs`** — Point to actual Darkglow/Parasitic poisons instead of placeholder `Greater`.
**`PotionKeg.cs`** / **`BasePotion.cs`** — Adds Darkglow, Parasitic, Invisibility, and FlintsPungentBrew to `PotionEffect` enum and keg label support.
## Test plan
- [ ] `dotnet build` compiles cleanly (verified, 0 warnings 0 errors)
- [ ] Verify `PoisonKinds.Configure()` registers all poisons without throwing (Register bug fix)
- [ ] Standard poison behavior unchanged — PoisonField, PoisonSpell, SerpentArrow, SavageShaman, TrappableContainer all use `GetPoison(int level)` which now correctly filters to Standard family
- [ ] Darkglow: poison tick deals +10% damage when attacker is >1 tile away, sends "Darkglow poison increases your damage!" message
- [ ] Parasitic: poison tick heals attacker for damage dealt when within 1 tile, sends heal message
- [ ] InfectiousStrike preserves poison family and respects family-specific skill scaling
- [ ] EvilOmen + NinjaWeapons level bump stays within poison family
- [ ] ArchCure/CleansingWinds cure chance calculations work correctly across all poison families
- [ ] Serialization round-trips correctly using Index
## Summary
- Adds the Endless Decanter of Water (introduced in Publish 66.2 / SA era)
- Players throw a full Pitcher of Water at a Water Elemental for a 10% chance to receive the decanter; the pitcher is always destroyed on impact
- Each Water Elemental can only yield one decanter; the state is persisted and previously saved elementals are migrated to the new serialization version
- The decanter auto-refills from a linked water trough when the owner empties it within 10 tiles of the stored trough location
- Linking stores a Point3D + Map snapshot, supporting both static tile troughs and addon troughs
- The decanter is blessed and displays Linked/Unlinked status in its tooltip
## Summary
- Adds `Mobile.Murderer` virtual property and consolidates kill-threshold checks across the codebase
- Tracks ping-pong count: how many times a player crosses the 5-kill murderer threshold (T2A/UOR/UOTD only, disabled on LBR+)
- Adds `[CommandProperty]` to view a player's ping-pong count via the admin panel
- After enough ping-pongs, player is permanently flagged as a murderer regardless of kill count
- Accounts for perma-red players with low kills in murderer status transition notifications
- Implements era-appropriate "I must consider my sins" speech responses:
- **T2A**: contextual cliloc flavor text (502122–502126)
- **UOR–AOS**: raw short/long-term murder counts + ping-pong count if applicable
- **SE+**: localized stats message (1114370)
- Refactors kill-report logic out of `Keywords.cs` into `PlayerMurderSystem.ReportKillsToSelf`
## Testing
- [x] Thoroughly tested and self reviewed
- [x] Test T2A "I must consider my sins" behaviour over all scenarios.
- [x] Test UOR "I must consider my sins" behaviour over all scenarios.
- [x] Test that LBR does not have ping pongs enabled (I must consider my sins)
- [x] Test serialization cross over from v0 -> v1 increments 1 ping pong if player is already red.
## Notes
* Manually setting kills to 5 does not trigger a ping pong, it must go through the actual murder system. This includes if the kills were manually set to 5 and then migrated (as manually setting kills to 5 never adds the player into the murder system - it only happens via ReportMurderer). This is arguably a bug in the existing system, but one that currently only ever happens via staff interaction.
* Thieves guild SuspendOnMurder specifically checks for kills > 0. This means a person with 0 shorts but 5 ping pongs (flagged as murderer) can steal. This may be accurate, as according to a forum post this is how it works on UOSA which is the T2A gold standard.
* This doesn't implement Pre-T2A behaviour which should be that "I must consider my sins" does nothing at all. The reason I didn't implement it for Pre-T2A is then it 100% have to sit behind a feature flag. I don't mind adding it as a feature flag, just let me know.
## Summary
- Adds `public virtual bool Murderer => Kills >= 5` property to `Mobile`, replacing ~30 scattered `Kills >= 5` / `Kills < 5` magic-number checks across the codebase
- `BaseCreature` overrides `Murderer` to also return `true` when `AlwaysMurderer` is set
- Updates `Corpse` serialization to v15, storing `_murderer` as a `bool` field (migrated from `int Kills >= 5` in earlier versions)
### Summary
Updates all calls to container.EnumerateItems() to properly dispose of the underlying PooledRefQueue so that we are properly recycling pooled arrays.
### Summary
- Fix AccountGold gold duplication exploit: When AccountGold.Enabled was true, double-clicking a BankCheck deposited
the full value to the account but then continued creating physical gold piles for the same amount, duplicating the
value
- Fix Deposit/DepositUpTo partial deposit exploit: Both methods created new max-size gold piles and checks without
first filling existing partial stacks, wasting container slots and causing premature "bank full" failures that could
be leveraged to manipulate gold distribution
- Fix BagOfSending bank stacking: Gold and BankCheck items sent via BagOfSending now use Banker.Deposit for efficient
stacking instead of naive TryDropItem, which could fail on a full bank even when existing piles had room
- Improve gold/check deposit efficiency: Banker.Deposit and Banker.DepositUpTo now top off existing gold piles (up to
60k) and bank checks (up to 1M) before creating new items, maximizing use of available container slots
## Summary
- Adds proper Latin1 encoding support, replacing CP1252 usage throughout the codebase
- Adds specialized, optimized string decoding methods with safe string filtering for each encoding type
- Filters invalid Unicode characters (C0/C1 control codes, non-characters) by removal rather than replacement since
the UO client renders nothing for these characters
- Fixes UTF-16 null terminator position handling to correctly advance by 2 bytes
## Changes
TextEncoding.cs
- Added SearchValues-based invalid byte/char detection for efficient filtering
- Added encoding-specific GetString methods: GetStringAscii, GetStringLatin1, GetStringUtf8, GetStringBigUni,
GetStringLittleUni
- Each method supports a safeString parameter for filtering invalid characters
- Little-endian UTF-16 uses direct memory cast for zero-copy decoding on LE systems
- Invalid characters are removed (not replaced with U+FFFD) since the client renders nothing for them
SpanReader.cs
- Added ReadLatin1() and ReadLatin1Safe() methods
- Rewrote encoding-specific read methods to use optimized TextEncoding.GetString* methods
- Fixed UTF-16 null terminator handling: position now correctly advances by byteLength (2) instead of 1
SpanWriter.cs
- Added WriteLatin1 and WriteLatin1Null methods
## Packet Updates
- Updated all packet code to use Latin1 encoding instead of CP1252
- Affected: account packets, equipment packets, menu packets, message packets, mobile packets, player packets, secure
trade packets, vendor packets, gump packets, book packets, mahjong packets
## Filtering Behavior
Invalid characters filtered in safe mode:
```
┌───────────────┬────────────────────────┐
│ Range │ Description │
├───────────────┼────────────────────────┤
│ 0x00-0x1F │ C0 control codes │
├───────────────┼────────────────────────┤
│ 0x7F │ DEL │
├───────────────┼────────────────────────┤
│ 0x80-0x9F │ C1 control codes │
├───────────────┼────────────────────────┤
│ 0xFFFE-0xFFFF │ Unicode non-characters │
└───────────────┴────────────────────────┘
```
Note: Surrogate pairs (0xD800-0xDFFF) are not filtered because proper validation requires context checking for paired
vs unpaired surrogates. The UO client renders nothing for these anyway.
## Test Plan
- All 631 Server.Tests pass
- Verified client rendering behavior using TestUnicodeGump command (pages 1-5)
- Confirmed U+FFFD, unpaired surrogates, and non-characters all render as blank in client
- Verified Latin1 characters (0xA0-0xFF) display correctly
- Verified C1 control codes (0x80-0x9F) are filtered and don't display
> [!IMPORTANT]
> **Developer Note**
> THIS IS A BREAKING CHANGE TO THE NEW API GUMP.
> Please give us feedback in [discord ](https://muo.gg/discord) if you have issues, need help, or have ideas for a better API change!
### Summary
* Adds support for size/style to dynamic/static builder.
* Drastically simplifies the dynamic/static builder api for AddHtml.
* Cleans up some legacy gump files.
### Summary
Fixes weapons not serializing lesser poison.
> [!NOTE]
> Dev Note: After applying this fix, fix weapons already in-game using the following command
> `[global set poison lesser where baseweapon poison = null poisoncharges > 0`
### Summary
Adds the command [TrackLeaks to enable tracking item/mobiles that have been deleted but still have dangling references. Requires adding the _TRACK_LEAKS_ define constant during build.