White Tower
12 changesPathway page: White Tower- Reworked Cognizing information. It is now sorted into Beyonder Knowledge, Nationality, Memory, Sanity and Uniqueness. — commission for LibraryOTotality (Optuber)
- Fixed Cognizing showing memories that do not belong to the inspected player. — commission for LibraryOTotality (Optuber)
- Moved blood vial analysis from Cognizing to Blood Analysis. — commission for LibraryOTotality (Optuber)
- Fixed Blood Analysis consuming a blood vial when you cancel it. — commission for LibraryOTotality (Optuber)
- Analysis progress now shows in your action bar. Closing the minigame no longer gives progress. — commission for LibraryOTotality (Optuber)
- Fixed Cognizing showing the town you are standing in instead of the player’s actual town. — commission for LibraryOTotality (Optuber)
- Hopefully fixed Learning status messages being overwritten by other ability messages. — commission for LibraryOTotality (Optuber)
- Added Blood Analysis for Sequence 4. You analyze a compatible blood vial to reveal the owner’s pathway, Sequence and spirituality. Buffs at Sequence 3 letting you see their abilities. A perfect minigame lets you try gaining Analysis progress from one of them. — commission for LibraryOTotality (Optuber)
- Added Adaptive Night Vision at Sequence 3. Gives you night vision in darkness without removing other night vision effects. — commission for LibraryOTotality (Optuber)
- Reworked Enhanced Analysis. Studying sleeping players now gives Analysis progress through a minigame instead of a guaranteed imitation. It can give up to half the progress needed for an ability. — commission for LibraryOTotality (Optuber)
- Reworked Cognizing. You now complete a math challenge to break through a target’s mental resistance. Stronger targets and divination protection make this harder. — commission for LibraryOTotality (Optuber)
- Cognizing now only works on nearby visible enemies in PvP areas. — commission for LibraryOTotality (Optuber)
Error
5 changesPathway page: Error- Also removed Sensory Deception and Deception Of The World (Farmerjoe)
- Reworked sequence 3 Error and added a new ability Deceived Judgment it places three separate deceptions on one target for 15 seconds. Their next direct attack misses, their next ability fails while still consuming half of its cost, and their next teleport is redirected backward. Each deception triggers independently. (Farmerjoe)
- Reworked sequence 3 Error and added a new ability Conceal the Obvious that deceives enemies within 20 blocks for 20 seconds. Their first direct attack against the caster fails, the caster’s projectiles become difficult to perceive and briefly blind observers, and the caster disappears behind a moving decoy. Damaging an enemy reveals the caster again to that enemy. (Farmerjoe)
- Reworked sequence 3 Error and added a new ability Deceive the Rules has four selectable modes: False Exception, False Destination, False Identity, and False Requirement. False Exception makes reality treat the caster’s next ability as though its spirituality cost has already been paid for 10 seconds. False Destination marks a location for 45 seconds. Up to five enemy teleports that would arrive near the marked location are redirected to the caster’s saved position from when the rule was created. False Identity marks a player for 15 seconds and causes their next direct attack to redirect toward another valid enemy instead. False Requirement creates an 18 block rule field around the caster for 45 seconds. Up to three enemy abilities used inside the field fail as if a required condition was missing. Fraudulent Link connects one enemy to another consequence recipient for 15 seconds. In a group, the marked enemy’s next three harmful consequences are copied to the nearest valid enemy at half strength. the caster’s next three harmful consequences are copied to the marked enemy instead. Copied damage is capped to prevent excessive burst. (Farmerjoe)
- Also reworked sequence 2-1 Error but i’ll keep that a secret:MinecraftRainbowSheep: (Farmerjoe)
General
7 changes- Suggestion declinedDaedalus’s wings Creative Flight (suggested by Weskit6713) (Ikea)
- Suggestion addedGive Red Priests cohort a second page (suggested by Shocey) (Optuber)
- Suggestion addedChurch chat (suggested by Jab_Jabov) (Optuber)
- Suggestion declinedChurch CD (Optuber)
- Suggestion declinedmake weapons in dungeons unbreakable (suggested by Stefiou) (Optuber)
- Suggestion declinedAllow artifacts to be renamed (suggested by 0BeanyBoi) (ikeepca1m)
- Suggestion addedChange hq’s and branches (suggested by Tester | SquidIAT) (Optuber)
Paragon
1 changePathway page: Paragon- All of Paragon sequence 3-1 are now added to the server. It was deleted on accident a week ago and silly us devs never noticed it but now everything is good. (Farmerjoe)
Tyrant
1 changePathway page: Tyrant- Changed Tyrant sequence 2 acting method due to it being to buggy. (Farmerjoe)
Sun
4 changesPathway page: Sun- Enhanced both Amplification and Nullification. Instead of just buffing / nerfing one next ability in terms of damage, it now acts all time until the time limit is reached. Time limit and power coefficients now also scale based off the caster’s sequence. It is now able to amplify / nullify spirituality cost of spells - being amplified lowers cost of all your other spells by some %, while nullified makes them pricier. Apart from that it can impact RNG-based skills, and either make them more likely to succeed or more likely to fail (for example Placate, Grazing, Error Theft, Fortune Blessings etc). In order to make it somehwaat counterable, casting Amplify on Nullified target (or vice-versa) will neutralize all effects, so pocket Sun beyonder may become handy in fights. At Sequence 4 these spells receive AoE variants, and as a result of all these changes they are now blacklisted from grazing, copying, being made into Sealed Artifact etc — commission for 𝓕𝓻𝓮𝓪𝓴𝔂Weeb (ikeepca1m)
- Enhanced Holy Equipment, making it work like Black Armour - Incoming damage is absorbed by the armor’s durability, which persists across activations and only regenerates while deactivated. Additionally, at Sequence 3 left-click can target an online ally instead of yourself (look at them directly, or cycle through allies regardless of distance) - casting then bestows the equipment upon them while spirituality is still drawn from you — commission for 𝓕𝓻𝓮𝓪𝓴𝔂Weeb (ikeepca1m)
- At Sequence 3 the Unshadowed Domain starts working on Demoness pathway and can dissolve any Plagues or Diseases pathogens in the air — commission for 𝓕𝓻𝓮𝓪𝓴𝔂Weeb (ikeepca1m)
- Enhanced Justice Halo - A permanent halo of light hovers above the Justice Mentor’s head, glowing brighter in sunlight and dimming in darkness. It passively empowers the outgoing damage of the caster and their allies, while weakening the outgoing damage of non-allies within range. When shining bright, it also occasionally blesses the caster and allies with regeneration and, more rarely, restores a bit of spirituality. Radius and strength grow with sequence — commission for 𝓕𝓻𝓮𝓪𝓴𝔂Weeb (ikeepca1m)
Hanged Man
1 changePathway page: Hanged Man- Another sanity change. Reworked Black Armour to be not as poweful - Transforms you into a small giant 2-3 meters tall, covered in black, cold armor. The armor is formed from the forces of Degeneration and redirects incoming damage into its own durability instead of your health. Durability persists across activations and only regenerates while deactivated - shattered armor stays weak until you stay unequipped long enough for it to mend (ikeepca1m)


