Calendar

From The Final Challenge Wiki
Revision as of 11:48, 2 December 2025 by Ink (talk | contribs)
Jump to navigation Jump to search

Official Information

CALENDAR
The TFC day is 24 hours. The TFC week is 10 days. The TFC month is 3
weeks. The TFC year is 16 months. The days of the week are named after
mortals which were (in)famous in ancient times, but did not become
Immortal, and did not bring the wrath of the gods down upon them.

Player Provided Information

TFC MUD Calendar and Tick System Mechanics

The TFC MUD uses a custom calendar system and a pulse/tick mechanism to advance in-game time. This section explains the structure of the calendar, the tick system, and how it relates to real-life (RL) time. (NOTE: Pulses that determine calendar hours are distinct and independent from those that govern spell duration, zone resets, and HP/mana regeneration, which are determined simply by an in-game dice roll between 15 and 45 seconds (average 30sec).)


1. Calendar Structure

  • Day: 24 MUD hours
  • Week: 10 days
  • Month: 3 weeks (30 days)
  • Year: 16 months (480 days)

Days of the Week (in order):

  1. Searynx
  2. Marisae
  3. Dreade
  4. Kelir
  5. Zoardryn
  6. Ozymandiut
  7. Cearn
  8. Rishanae
  9. Ivyn
  10. Jawiliea

Months of the Year (in order):

  1. Frozen Depths
  2. Fool's Errand
  3. Thawing Ice
  4. Renewal
  5. Lifegiving
  6. Testing of Fates
  7. Mortal Realm
  8. Deities’ Wrath
  9. Reconciliation
  10. Peaceful Co-existence
  11. Dawning
  12. Great Harvest
  13. Celebration
  14. Fool's Bounty
  15. Apathy
  16. Shallow Graves

2. Tick and Pulse System

The in-game time does not advance uniformly by 1 hour. Instead, it follows a specific cycle of "pulses" that advance MUD hours in increments of 2 or 3 hours. This system creates a repeating pattern that keeps the MUD time in sync with internal mechanics.

Tick Pattern

  • The pattern alternates as follows:
6 × 2-hour increments → 3-hour increment → 7 × 2-hour increments → 3-hour increment → repeat

In simpler terms:

  • Step 1: 6 consecutive ticks advance 2 hours each
  • Step 2: 1 tick advances 3 hours
  • Step 3: 7 consecutive ticks advance 2 hours each
  • Step 4: 1 tick advances 3 hours
  • Then the cycle repeats
  • Tick #   Hours Advanced
    1        2
    2        2
    3        2
    4        2
    5        2
    6        2
    7        3
    8        2
    9        2
    10       2
    11       2
    12       2
    13       2
    14       2
    15       3
    (repeat)
    

3. Relationship to Real-Life Time

MUD hours pulse to the game in alternating "long" and "short" pulses. Long pulses average ~127.966 seconds and short pulses average ~64.1 seconds, though there are fluctuations within each subset and it appears that the MUD code has mechanisms in place to add slight randomness while still controlling for drift.

Using measurements of MUD ticks and hour advances, the following approximations can be made for real-life durations:

Time Unit RL Seconds RL Minutes RL Hours RL Days
1 MUD Hour 45.0196 0.7503 0.0125 0.00052
1 MUD Day (24h) 1080.471 18.0079 0.3001 0.0125
1 MUD Week (10d) 10804.71 180.08 3.0013 0.1251
1 MUD Month (30d) 32414.13 540.24 9.0039 0.3752
1 MUD Year (16 months / 480d) 518626.15 8643.77 144.06 6.0026

These values are calculated averages using actual observed increments, however real in-game values are dynamic and adhere to the 2- and 3-hour ticks rather than uniform 1-hour increments.