Duselation Update Log

- Fixed Andesite Greatsword displaying 1/750 while it is 1/1000.
- Fixed most projectiles not being able to hit other players in PVP
- Grab moves and other projectiles can no longer hit players  (and do no damage, but still cancel the attack) below LVL 30
- Chest respawn timer: 10m>5m. This change is temporary because there are a lot of players in the only area right now.
- Removed "Dark Gems" from powder shop, as Shade does not drop these.
- Replaced the Dark Gem recipe in healing powder with a magicium.
- HoM Magicium Cost: 10>8.
## Beta Updates below, will get added as they're made!
- You now gain 2 magicium chunks instead of 1 if you did more than 40% of elemental sheep's health.
- Buffed Shade Weapon drop chances by 30%
- Nerfed Shade Grasp Impact damage from 9 per tick to 7 per tick.
- Cataclym's red particle floor is now denser and damage nerfed from 80 to 70 per hit.
- Upped PVP Shield LVL from 30 to 60.
- Increased PVP damage by 20%. (This'll be balanced and tested with the new weapons.)
- Increased EXP gain per wolf kill from 2 to 3 per wolf.
We'll begin on the new area tomorrow, been a long day after all. I'll regularly post progress updates on here alongside sneakpeeks! We have no date for beta release yet but as soon as we know ya'll will hear it. Thanks to everyone for the support and let's make this season a great one!
- Reduced Stamina Cap from 25 to 20.
- Reduced Stamina Regen by 30%.
- Increased Dash Speed and range of the following grabs by 55%:
Darkness, Wind Dunk, Reflection Mirage
- Doubled Dash Speed and range of Skyward Rush and removed it's end-lag. Serpent Strike now has end-lag as it's main function stays being an early-game grab with little mobility.
**Balance changes will be tested before release.**
- Skyward Rush now maintains half of  your velocity after the original dash ends.
- Increased Range of Harvest Havoc projectiles by 15%
- Finalized MVP
- Gave everyone MVP/VIP who had bought MVP/VIP in Mage 8.
I did promise to proceed ranks to the next season, didn't do it in OT1 cuz MVP didn't exist yet. The only person who had bought VIP has obtained a free upgrade to MVP. I'll add new purchasables to still encourage people to buy stuff, obviously giving all the ranks back across servers will heavily impact the amount of money we get to keep hosting the server so this'll have to be done. MVP has the same benefits as previously.
Will begin progress on new update now.
- Added Nutrition, a new seperate custom value from normal minecraft food that does not disallow sprinting. When above 10 nutrition, you gain nutrition buff. It ticks down by 1 every minute and has a 25 cap.
- Added Nutrition Buff, which is given when you have high nutrition. This grants +10% stamina cap and maximum health cap.
- Added Regain Buff, this grants +20% stamina regeneration.
- Added Regeneration Buff, this grants +20% health regeneration.
- Added Cooking Pots, you can put ingredients inside and it'll make a dish with the ingredients and their given stats and buffs.
- Added Ingredients system, you can put them in a cooking pot and it'll make a dish once you put 3 in. Ingredients have 3 values and can give regain buff, regeneration buff and nutrition;
Apple
Dough
Salt
Pepper
- Added the 6 first dishes that can be made by putting in ingredients in a cooking pot;
Culinary Chaos
Fresh Bread
Spiced Apple
Apple Pie
Apple Salad
Salted Bread
You'll be able to find ingredients in chests randomly and cook them inside any cooking pot (cauldron) found near towns and in the wild.
- Added a new tutorial NPC near spawn that explains cooking.
- Added 2 new weapons
- You can now find any ingredient in chests with a 1/4 chance, 1/2 with double luck.
- Added a new title by cooking over 200 nutrition worth of food
- Added Several cooking pots around the fields
- You now gain a small amount of EXP for cooking.
This EXP is very little and only really useful for early-game players, don't want to make a EXP package situation where players save up 5000 ingredients to get max LVL within 1 minute.
- Added 2 new weapons
- Added 2 new materials
- Upped LVL cap to 120 (will be raised further before release.)
- Added a new title at LVL 120
- Added a new mob
- Added a new armor set
- Added a new boss theme
- Added Thermo Mobility, the first armor set bonus.
- Added a new armor set.
- Added a new boss.
- Fixed Resistance not reducing DMG by 0.5% per resistance.
- Added 2 new warps
- Added a new weapon
- Added a new weapon
- Added new mining
- Added a new warp
- Added a new mob
- Added a new armor set
- Added a new weapon
- Added a new weapon
- Added 2 new weapons 💯
- Upped LVL cap to 250.
- Added LVL 200 title.
Due to the addition of the new savannah area between fields and desert and additional new planned content in the desert itself, we have to raise the LVL cap by a lot.
- Added Material Drop booster, doubles any non-epic+ material drops. This isn't given by VIP and MVP and has to be bought seperately.
- Added a new boss theme
- Added a new boss
- Bosses are no longer able to attack while they're inside a grab attack, you can still mess up and grab into entities that are about to attack, however. This should make it less bs that a enemy starts casting a move when you're inside of a grab,  was already the case with players so it only made sense.
- Added a new weapon
- Added a new armor set
- Added a new full armor set ability; Angel's Aegis
- Added a new weapon
- Added a new title
- Added a new armor set
- Added new mining
- Added a new weapon
- Added a new armor set
- Added a new boss
- Added a new weapon
- Added a new boss theme
- Titles now properly display in tab and in player name.
- Added Excalibur
- Added Sandstorm
- Added Mighty Mountain
Going to spend some time thinking over how to revamp the scrolls system to make it more fair for new players.
- Added Material, Exp and Luck booster in form of mythical items.
These'll only be available from discord giveaways.
- Finished Cactus Farming
- Added a new weapon (couldn't be cactus sword)
- Added 6 desert healing powders
- Added a new weapon
- Added a new attunement
- Added support for attunements to be equipped to armor.
There aren't any functionable armor attunements yet, these will be added later on in the update.
- Fixed calculation for + ability damage from attunements on weapons that hit multiple times.
- Added Base Dungeon System. 4 players can start a dungeon together, and this starts the endless dungeon run for all four said players. As of now, you can start a dungeon, a random room will generate for that dungeon party and you can progress through the rooms.
Over the next few days, I'll add dungeon enemies, special dungeon rewards, treasure rooms, dungeon-specific attunements for armor, minibosses and more. This'll be a huge addition to MageRPG and it'll make the game way more enjoyable by adding a whole new type of gameplay. It'll return every 2 areas or so and grant a brand new exciting gameplay experience to play through alone or with a party!
- Added 4 dungeon enemies
Desert Knight
Sandstorm Mage
Quicksand Skeleton
Mummy
- Dungeon enemies have a specialized LVL based on what room they're found in. They have higher stats based on that and also drop more EXP.
- Added Desert Knight's special move; Desert Crescents.
- Added Mummy's special move; Sand Hurl.
- Added Sandstorm Mage's special move; Double Light Pillars.
- Added Quicksand Skeleton's special move; Devestating Sand Snipe.
- Started working on the Sun Diety, one of the mini bosses find-able in the dungeon.
- Added a new **legendary** weapon
- Added a new **epic** attunement
- Finished the Sun Diety, the one of two minibosses you can find in the dungeon.
- Finished the Deserter, the other miniboss you can find in the dungeon.
They're called minibosses but have a boss health bar, share loot and both have a unique rare drop based on the damage you dealt.
- Added 6 Armor Enchantment Attunements for every armor stat.
These'll be dropped by dungeon treasure, and allows you to enchant your armor for additional stats! This grants way more customizability to armor and allows you to create your dream armor set!
- Added 2 enemy rooms
- Added enemy spawners, these are invisible systems that spawn enemies when a room generates.
- Enemy's LVL now keeps scaling up per room.
- Fixed some misc dungeon bugs with room generation
That's all updates for today, glad with how dungeons are turning out to be, it'll be a really fun grind for sure.
Tomorrow, I'll focus on adding many more rooms, where under treasure rooms and finishing up dungeon rewards.
- Added Dungeon Boss Theme
- Added Dungeon Theme
- Added a new enemy room
- Added Dungeon Reward multiplier. This is a number that is decided by how big your dungeon party is and how many rooms you are in. This caps at x3 for balancing purposes. (Else end-game players get in, get to room 600 and have x30 multiplier and obtain hundreds of scrolls 😢)
- Added the first treasure room
- Added Dungeon Treasure chests, once opened, a animation occurs and all the dungeon party members obtain EXP and have chances for other treasure depending on the reward multiplier. 
- You can now find enchantment scrolls in Dungeon Treasure Chests, with higher chances based on luck booster and reward multiplier.
- Enemies in dungeons now have a higher LVL depending on how many people are in the dungeon party.
- Dungeon Reward Multiplier is no longer affected by players and always at the highest, due to dungeons now getting harder with more amount of players.
- Fixed dungeon bugs with room selection and boss spawning
- Added new food buff: strength
Increases damage you deal by 8% while active.
- Added Prickly Pears, a new rare ingredient
- Added 2 new dishes: Fruit Smoothie & Prickly Pear Smoothie
- You can now find Prickly Pears from Dungeon Chests
- Added Pomegranate, a new rare ingredient
- Added a new dish: Pomegranate juice
- You can now find Pomegranate from Dungeon Chests
- Added 2 new weapons
- You can now find the 2 new weapons from dungeon treasure.
- Added another treasure room.
- Added the acid gate
- Started working on the second raid.
- Added 3 dungeon traps
- Added Launchpad
- Finished the first dungeon parkour room.
All dungeon room types and mechanics are now done, just need to be built 🙏
- Dungeons mobs and boss abilities now scale up with their LVL. Wouldn't make sense to have their melee damage and health increase but not their ability damage.
- All Dungeon enemies's abilities now deal 17% less damage to allow for more level scaling and not making it too op too quick.
- Added 2 new weapons
- Added a new armor set
- Added a new full armor set ability
- Balanced dungeon enemies and bosses
- Added a new dungeon parkour room
- Added a new dungeon enemy room
- Added new musicc...
- Any form of dash exploiting now no longer works in dungeon parkour (using aod right before going to next room, etc)
- Finished 2nd raid
- Added a new cutscene
- Added a new cutscene
- Implemented the raid drops.
Tomorrow I'll focus on implementing scrolls and more dungeon rooms, I've got an idea to make scrolls fair for players.
Today, I'm focusing on adding new content to chests.
- Added the Luck Potion, a new item found rarely in chests.
Drinking it increases your luck by 20% for 20 minutes, does not affect pity mining. Does affect enemy rare drops, bosses, chests and dungeons.
With 2x luck active, it stacks to become x2.4 luck.
- Added the EXP Potion, a new item found rarely in chests.
Drinking it increases your exp gained by 20% for 20 minutes from all sources.
With 2x exp active, it stacks to become x2.4 exp.
- MM, Sandstorm and Excalibur can now drop by dungeon treasure with a 1/300 chance.
This chance is better with luck potions, luck booster and with dungeon reward multiplier. The chance also isn't shared across a party so everyone has the full chances.
(Will be tested and nerfed/buffed accordingly)
- Upped MM, sandstorm and excalibur LVL reqs from 200 to 230.
- Converted the LVL and exp system into a custom system.
This'll be needed for future balancing, and since I want to make content better spreadout.
Magmatic cavern had a weapon like every 50 levels, while field-desert has one for every 5-10 levels.
No LVL's are being reset, everyone's lvls are converted to the new system.
- Fixed a bug with attunements stacking
- Fixed bugs with scrolls and changed how their work code-wise.
- Remade how attunements work.
Because of this, many items would become outdated, so I introduced a system that still allows players to un-assign attunements. This system is temporary so players can still swap around items with old attunements. It'll be removed after the beta.
- Added the ability to add additional lore for enchantments and attunements.
- Remade the attunement lore system, looks a lot cleaner now.
- You now gain attunements back after un-assigning.
- Added Enchantments, now seperate from attunements for armors.
I want to add more customizability to armor.
- Added Concrete Coating attunement.
Bought in Mineria for concrete and coins.
- Added Royal Belt Attunement.
New rare drop from Royal Knight.
- Added Magic Essence Attunement.
Purchased in Mineria for Fire Essence and Coins.
- Added another new attunement.
We're getting into spoiler-territory now so shady changelog time.
- Added another new attunement.
Rare drop from dungeon treasure.
- Added another new attunement.
- Enchantments are now also given back after un-assigning.
- Upped LVL cap to 300.
- Added LVL 300 title.
- Added a new weapon
- Added a new soundtrack
- Added a new boss
- Added a new attunement. . .. . . . ..
- Added 6 new warps
- Added 2 new rare titles
- Categorized the 3 NPC at Mineria into Minerian-type NPC's.
This'll soon be revealed why I did it, and it'll be the last major feature I'll add.
- Town-NPC can now randomly appear with a random quest based on their town.
- Added 2 Minerian new quest types:
Letter Delivery (Which requires you to give a letter to another Minerian NPC for EXP, LVL req 20-25)
Bandit Takedown (Which requires you to defeat 15-20 Field Bandits, and obtain EXP. LVL req 25-30)
More will be added to increase variety even further.
- Quests appear randomly every 30 seconds on a random town NPC, have an LVL required
- Town Quests increase your association with your town, when you reach 100, you gain a special title. Other features may be added based on this.
This'll be a great way to allow players to LVL up and to make chests not the main way to level up, and it actually encourages FUN less repetitive gameplay by not forcing players to click chest for 20 hours...
Quest EXP gain is affected by EXP Booster and Potion.
- Added a big green ? sparkle particle above NPC that have a quest available.
- Added new Minerian Quest type: Elemental Battle
Requires the player to beat elemental sheep
- Added new Minerian Quest type: Lost Heirloom
Requires a player to open chests until they find a old lost heirloom, then return to the NPC.
- Added new Starter Quest type: Wolf Hunting.
Requires the player to beat up some wolves for EXP.
- Added new Starter Quest type: Wolf Leader.
Requires the player to defeat the Alpha Wolf.
- Added 2 new starter-type NPC near spawn.
- Added a new Minerian NPC
- Added Mineria's Theme
Only towns will have special themes now, to add even more immersion next to the new citizens.
- Added Sandria's Theme
- Added 2 new quest types for post-shade.
- Added 3 new NPC
- Added another quest type
Friday 9pm cet release
- Added 3 new Sandria Quest Types
- Added 2 new Sandria NPC
Will finish quest system today and begin playtesting
- Added a new starter quest type
- Added a new armor set
- Fixed dungeon bugs found during playtesting
- Added a new legendary weapon
- Added a new Sandria quest type
- Fixed more bugs found during playtesting
- Added new enemy room
- Upped Stamina Regen by 20%
- Added a new dungeon boss room
- Added a new enemy room
- Added a new enemy room
- Added a new parkour room
- Added a new parkour room
- Added a new enemy room
- Added a new enemy room
Dungeon rooms are done, we've ended up with a total of 17 different rooms.
There's still so many damn bugs to fix, and we're all tired as hell and need to sleep.
- Fixed a bug with dungeons spawning way too many mobs.
- Fixed Room Counter being broken for multiplayer dungeons
There's also some unfinished builds that have to be done, like the entrance of the dungeon.
- Fixed Dungeon Boss HP not scaling up
- Fixed LVLadd off-scale for dungeon enemies not working based on dungeon party size
- Fixed a few quest types not working
- Dungeon Spike Traps no longer toy with velocity (This made doing parkour really cancerous as getting hit while launching between pads would mess up ur trajectory and cause a unpreventable death)
- Fixed Acid Gates not working properly with multiple players
- Fixed Ranged-Type enemies in dungeons spawning a bit too high, causing them to escape their designated spawn spots.\
- Rebalanced droprates of new bosses
- Fixed Warp Menu buttons not appearing as their proper items
- Fixed Quest and Normal Dialogue stacking if you were doing a quest that involves talking to another NPC.
- Fixed Mineria and Sandria Town-Assocation going up way too fast/way too low depending on the quest type.
We'll make sure there are no bugs left and that everything is built before opening tomorrow, if you have a lot of spare time and want to read the many changelogs of everything that's been added since 2 weeks ago, you can read from here!
For a quick overview:
25+ new weapons
10+ new armor sets.
7 new bosses.
9 new soundtracks.
210 levels of content.
Dungeons Mechanic, 17 rooms, tons of unique gear, multiplayer support and multi-dungeon support.
Enchanting.
Armor attunements.
Cooking.
Quest System.
...and much more!
This is definitely the greatest update that has ever been added to Mage, and now that all main mechanics are set into place we can focus on more actual storyline progression at a quicker pace, with the sky being next. We have great plans for the skies, prepare to see old and new.
- Added some more stuff.
For ppl who don't have MVP/VIP but had it in Mage 8, you likely got it gifted so it didn't save in the purchase receipts. If you got it bought for you you'll need to send me the email you got with the information in it.
- Increased all quest EXP by 25%
- Reduced the amount of dark bombs catastrophe rains down by 35%
- Reduced amount of EXP required per LVL by 10%.
LVL up to see the effects.
- Fixed Dark Grasp freezing sometimes
- Added server to proxy.
Real!
Just testing and seeing if stuff didn't break
- Dungeon rooms now generate further apart.
This makes it so u cant see bosses in other dungeons.
- Actually fixed acid gates, for real, real real real.
- Greatly increased Shade's drop chances.
- Removed Highly Obstructive leaves from dungeon rooms.
- You now heal automatically after every dungeon room.
- Reduced Piercing Thrust Deserter base DMG from 120 to 90
- Increased Dungeon Reward multiplier going up by 35% every run instead of 25%
- Added a title for getting to room 40 in the desert dungeon.
- Fixed room count not showing, for real, real real real.
- Removed obstructive spikes and leaves in dungeon boss room 2
- Decreased Base Health of dungeon bosses.
- Increased health scaling of dungeon bosses based on lvl.
- Fixed a dungeon room having their entrance/exit swapped
- Mythical Dungeon weapons now have pity starting at 1/450, with heavier odds reduction affected by Luck Booster, Potion and Reward multiplier.
Increased Dungeon Reward multiplier 35%>40%
(Mythical Dungeon weapons now have pity starting at 1/450, with heavier odds reduction affected by Luck Booster, Potion and Reward multiplier) 1/450>1/350
Won't reduce these further, as they're supposed to be really rare and a hard grind. You can always drink a luck potion/use luck booster if you want to reduce odds at a faster rate, or just don't have skill issue and fail at room 12
- Added Warning Indicators to catastrophe bombs.
This marks red circles on the impact location and the area you should be avoiding. Makes the attack a lot easier to dodge and predict.
- Reduced amount of Catatrophe bombs by 35%.
- Made warning indication of catastrophe clearer.
- Increased Range of Catastrophe bombs from 8x8 to 9x9, to make the attack not way too easy.
This makes the attack less overwhelming and allows you to dodge it easier.
- Reduced the amount of LVL's offscaled based on party members from +15 to +12 in dungeons.
With 4 members, it used to be +45 levels, now it is +36 levels.
- Normal Dungeon Enemy ability damage now scales 20% slower based on level.
- Increased Minimum Cooldown of double light pillars from 4 to 5 seconds
- Fixed dungeon enemies despawning. They now despawn manually when the size of a dungeon is 0 when the final player dies.
- Added a new melee dungeon enemy; the Desert Dweller, and added a new special skill; devestating slash. Easy to avoid attack by just having some distance but deals 55 base damage.
- Nerfed Devestating Sand Snipe base DMG from 50 to 45
- Decreased Base Health of dungeon mobs by 15-30%.
Makes it a bit easier pre-servant, scaling stays the same.
- Decreased the amount of ranged enemies in the four-corner room from 4 to 2.
- Dungeon alarm trap is now client-sided, making it so that when a player steps on it and another player is behind you, only the initial player who stepped on it can see the explosion and get damaged. This makes multi-player dungeon parkour rooms not be a waiting game.
- Fixed launch pads launching twice if you landed right inbetween two
Decreased Dungeon Reward multiplier 40>30%
Now that dungeons are a lot less painful and more fair, alongside easier enemies that scale less it would only make sense that it doesn't give as much multiplier.
- Light Cloak now damages in a wider area and has 22% less start up. Reduced movement speed by 25%.
- Divine Pulse startup time 1.75s>2.25s
- Divine Pulse AoE reduced by 12%
- Light Tackle length increased by 12%
- Updated Desert Dungeoneer title.
- Added a new enemy room
We originally wanted to add more rooms, but there was too much to be built last minute so we never got to add all of them.
Dungeon rooms built:
Enemy 10/13
Parkour 5/6
Treasure 3/4
Boss 2/3
- Removed all leaves from boss rooms
- Fixed the new enemy room being impossible (real)
- Added a new treasure room
- Added a new parkour room.
(Has an acid gate.)
- Buffed Devestating Slash range and charge-up time
- Added staff perms and titles.
- Revamped textures of all menu's in the resource pack.
Not available to everyone else until I update the pack.
- Fixed clownfish not dropping
- Fixed material booster not affecting fish caught.
- Added a trade for 3 compressed cod for clownfish.
Big fishing update coming today,
Everything I add below is unobtainable until the update releases, the version will be V1.0.1.
- Added a new enchantment scroll: Sunken
- Added a new ingredient/fish: Salmon
- Added a new dish: cooked salmon
- Added Sunken Chests
- Added a new attunement: Abyssal Gem
- Added a new attunement: Deep Sea Magic
- Fixed Restored Cutlass having a 20s ability cooldown instead of the described 15s.
- Added a new weapon.
- Sunken Crates can now be caught from fishing with a 1% chance, affected by a rod's reward multiplier and luck booster and potions.
- Sunken Crates can now be bought for 5 Fisherman Tokens
- Rarity of fish caught is now multiplied by luck booster and potions, making having luck booster on give higher rarity fish more often!
Fishing update is now done, enjoy v1.0.1!
- Reduced prices of rod upgrading a little
Everything under this line won't be accessible until the next update, and will be made as preparation for the full release update so we can release sooner.
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- Added 4 new weapons.
- Added the first scroll weapon.
- Added Cloud Skates, the main way of transportation around the skies.
- Added Sky Compass functionality, compasses that will be cheap and create a tracker beam to a certain sky island when held.
Because I'm planning to have sky islands way further apart, the cloud skates and the compasses will be essential for sky traveling.
- Added a new theme
- Added ascending
- Added 2 new weapons
- Added the sky guide
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- Fixed issues with attunements(?)
I ended up changing some stuff about attunements system, and it should fix this, not finding any issues with it.
- Intro cutscene no longer plays at start, but now functions as a flashback that occurs when you hit LVL 100.
- Added a basic step-by-step interactive tutorial, which explains movement mechanics and how to buy weapons and gather materials, alongside a general direction on what you can do in the server.
- Reduced effectiveness of attack speed on ability cooldown by 22%.
- Attack Speed now has effects on more stuff: Increases Projectile Flying Range by 1% per attack speed, all types of projectiles, from Acid Pulsers to flying slashes.
- Reduces Charging Duration of attacks that have charging, for now this is only Ascend, but will affect all future moves.
- Added a new starter quest NPC type at spawn.
- Quests that require you to deliver stuff to others now has a tracker beam pointing towards said NPC.
- Fixed Heirloom being able to be delivered to any NPC.
- Fixed quest tracker not working
- Added a seperate command to disable area-based OST and to keep boss-based ost on: areathemetoggle/areaosttoggle/removeareaost
From now on, obtaining any items with your inventory full will not be refunded anymore.
- Added a intrusive repeating notification that makes noise when your inventory is full.
- Terra changes:
More startup on magmatic ascend and DMG nerf, with much greater horizontal rather than vertical movement.
Earth empire now actually dashes towards the target (was broken before)
Terra gets warped to middle of the arena only at greater range.
- Added entrance titles with the area's name to fields and desert and while leaving towns.
- Remade Mineria's theme (requires resource pack to be updated, so the old theme is still playing until the full release, as there won't be any more big updates before it closes that require a resource pack update.)
Everything under this line won't be accessible until the next update, and will be made as preparation for the full release update so we can release sooner.
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- Added a new boss
- Added new enemy
- Added Sky Area's theme
- Improved Sky Compass's
- Added a new armor set and set ability
- Upped LVL cap to 350
- Added a new boss
- Added a new theme
- Fixed sunken scroll adding LVL requirement indefinitely.
- Fixed sunken scroll not adding 100 LVL's but 50.
Any people who have sunken on their items will have it automatically removed from their armor, scrolls are given back.
The temporary system for unassigning attunements has now been removed.
- Added a new enchantment scroll.
- One of the new bosses has now been turned into a event-boss, and can now spawn once every 30 minutes only, with increased health, a new attack and a announcement when it spawns. It'll have a large pool of possible drops.
- When event-bosses spawn, they can not despawn for a minute after they spawn, to give players time to get to the boss.
- Increased Cloud Skates speed by 25%.
- You can no longer use abilities while using skates, this way too broken and could be easily abused.
- Added a new armor attunement
- Upped LVL cap to 500
- Added a new title
- Added a new armor set and set ability
Some additional info:
We're splitting the skies up into 2 parts, the lower skies (for LVL 300-420), and the upper skies (lvl 420-500). The skies are going to be a completely new structurally laid-out skies with the new navigation mechanics and content.
2 parts, as in gameplay wise. We will still release them both at once ^
- Added new warps
- Added new sky compasses 
- Upped high limit to 512. (This is to prepare for the upper skies)
- Made the new resource pack work with 1.20.2+
The new GUI textures didn't work because of the reworked texture pack format for GUI past 1.20.1, and since there's not much reason to go on 1.20.1 instead of 1.20.4 i've reworked it to work for 1.20.4+ instead.
- Added a new legendary weapon
- Added Support for quests to grant items as reward.
- "Wandering Knight" quest now grants a old cutlass when you complete it.
- "Wolf Leader" quest now grants a wooden blade when you complete it.
- Sand Sword can now be purchased at Sandstone Miner for 30 compact sandstone
- Mist Blade can now be purchased for 120 Oasis Water Drops
- Terraforce can now be purchased for 60 Field Coins + 3 Alpha Fur
- "Elemental Battle" now grants a Diamond Katana
- Reverted the 25% EXP buff done to quests.
- Halved EXP given by dungeon treasures, it was already a lot and with quests and mob EXP it was too high.
- Reduced EXP per LVL required by 15%.
- "Lost Heirloom" now grants a stonewood edge.
- "Lost Heirloom" LVL requirement lowered.
- Iron Steel spear can now be purchased for 60 andesite and 60 compacted sandstone
- Removed Weapons obtained from chests. (It was too RNG based, and having weapons be given by quests and actually be purchased gives more goals to the player and makes some mechanics less tedious and feel more rewarding.)
Chests won't be removed, they'll obtain new content (scrolls)
- Potion Drop Chance from chests (1% > 1.75%)
- Upped EXP given by chests by 17.5%
- Added a simple animation for when chests are opened.
- Added a small LVL up notification
- Reduced the amount of wolves killed for alpha wolf spawn from 100 to 60.
- Decreased Dark Crush AoE 11x11>9x9
- Dark Crush Chargeup time: 1s > 1.5s
- Added a trading system. After all this time.
You can now send trades to others using the /trade command, in which you can exchange items safely! This took a really long time to add but glad it's been added and finished!
- Added a new armor set
- Fixed bugs with sunken un-applying from items on join.
We'll be finishing the lower skies tomorrow, then all content for LVL 300-420 is done!
- Tested Trading (No bugs found so far, will do more intensive testing later on to find any dupes and other bugs.)
- All boosters have been converted into global with all the according chances mentioned in ⁠⚡announcements
- Increased prices of boosters in shop but made them global.
Progress was slowed down for a week because I was in the middle of exams and didn't have much time to spare, it'll go back to normal starting today.
- Added 4 new powders.
- Added new town shops.
- Added 4 new quests.
- Added 3 new town NPC who can spawn with the new quests.
Lower skies has been finished!
- Reduced Chances of finding ingredients from chests from 15% to 10%.Added 15 Scroll Riddles for Fields-Desert.
- You can now right click holding scrolls to view the direction you are facing, as this is used in majority of the riddles. E.G: Far north of X...
- When you find a scroll for the first time, you gain 20 additional seconds to read the information sent before the 20 second cooldown of the broadcasting of your location. You're immobilized during this additional time given as this is only meant to be spent reading the sent information and not to basically get a free scroll.
- The first scroll holder now receives 50% less damage taken from PVP. Any other scroll holder afterwards will not have this advantage.
- You can no longer trade or drop scrolls.
- Scrolls now drop when the player leaves.
- Scrolls now drop when the holder dies.
- Scrolls now set a location of a riddle to the famous green shulker.
- Scrolls now have various broadcasts for when picked up etc
- Scrolls now ping the location of players every 3 seconds if the countdown is up for the broadcast. The tracker beam has different colors depending on the location of the holder.
- You can no longer warp with scrolls.
- Dungeon treasure rooms now all have a "exit room", which teleports you out of the dungeon and ends your run normally.
- Added a warning when you're able to obtain a scroll.
- Added a intense theme that plays when a scroll is happening. This song only plays when you're not in a boss fight, it does overwrite area themes like Sandria and Mineria.
- Fixed bugs with scrolls and added a 10 minute time limit.
- Finished scrolls mechanics. Unlike previous MageRPG, you're able to grind scrolls and reduce their odds in 3 different ways.
Fishing (-1 per fish caught)
Chests (-3 per chest opened) 
Dungeons (-20*reward multi per run completed)
- Added a second ability to the only scroll weapon that is obtainable until I add a second one a bit later on. This ability requires LVL 750+ and thus isn't obtainable yet. The first ability is usable at LVL 500. The gimmick with the new scroll weapons is that they're way more grindy, but all their ability's damage scale with levels thus making them usable for the rest of the game. This is also why I'll keep the amount of scroll weapons lower so that players cant just get 8 scroll weapons and never need another weapon again. I'll add a second one for this update and a third one for the next major update.
For now, there's no reason to add many more advantages or balancing to scrolls as the Max LVL is 500, and that's the level you can obtain scrolls. So there won't be too big of a power gap between players to have to add more measures. If this becomes too much I'll add something later down the line, but it should be fine as scrolls are only meant to be grinded endgame.