# Changelog — August 30, 2026 | Mysterria

> Changelog — August 30, 2026. 39 changes in 3 areas: General, Tyrant, Sun.

Source: https://www.mysterria.net/en/news/changelog-2026-08-30

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# Changelog — August 30, 2026

Changelog Aug 30, 2026 39 changes in 3 areas

Areas

- 10 General
- 27 Tyrant
- 2 Sun

## General

10 changes

- Fixed Contracts (reported by Designer | Adiantumdjb) (Ikea)
- Suggestion added duels change - remove unbreaking enchantment from armor (suggested by FlameFiend) (D…)
- Suggestion added Show a timer un 1v1 duels (suggested by 4Cheng) (D…)
- Suggestion declined Let church cores be revived without using balance (suggested by Tester | SquidIAT) (Optuber)
- Suggestion added Change angel hunger (suggested by Tester | SquidIAT) (ikeepca1m)
- Suggestion added Have duel bounties be given according to sequence (suggested by potatobirbo)
- Suggestion added Give WoF a passive to see others luck (suggested by Tester | **FeCo**)
- Suggestion added Potion minigames (suggested by SulfuricCrowd3)
- Suggestion added Hermit analyzing toggle (suggested by Squirrel_creeper)
- Suggestion added turn off increased step height when shifting (suggested by LePlasma)

Targets are now equal-or-weaker only, still capped at 2 levels down. Counter-bounties are untouched, so the weaker side still fights upward by consenting (ikeepca1m)

Built into Luck Display you get at Sequence 7. Looking at a player reads their fortune on the action bar, sharpening with rank: category only at Sequence 7-6, rounded value at 5-4, exact number at ≤3 (ikeepca1m)

New /coi practice [type] - runs the real minigame at your own sequence’s difficulty with nothing at stake so you can test it (ikeepca1m)

Added a new button in the Self Edit menu; gates player scanning only (ikeepca1m)

Crouching drops step back to 0.6 so you can hold a block edge (ikeepca1m)

## Tyrant

27 changes

[Pathway page](https://www.mysterria.net/en/pathways/tyrant)

- Streamlined progression by replacing overlapping abilities with sequence scaled versions of Aquatic Affinity, Physical Enhancement, Azure Wave, Calamity Creation, and Rage/Wrath. (Farmerjoe)
- Boats now travel faster while forward input is held and maintain a slower cruising speed otherwise. (Farmerjoe)
- Wind Blade now costs 15 spirituality instead of 50, while Weather Manipulation now costs 300 instead of 120. (Farmerjoe)
- Calamity Creation now sustains one targeted disaster at a time with Earthquake, Hurricane, Snowstorm, Downpour, and terrain safe Flood modes. (Farmerjoe)
- Air Manipulation now grants Speed II, prevents fall damage, and deflects physical projectiles from Sequence 4. (Farmerjoe)
- Physical Enhancement now provides sequence scaled Strength, Speed, and night vision, with stronger physical effects above half Rage. (Farmerjoe)
- Raging Blow is now a free armed strike that scales with Rage, grants Rage on hit, and temporarily raises maximum Rage when striking enemy players. (Farmerjoe)
- Rage now scales with magic HP damage taken and dealt, increases outgoing damage by up to 25%, and begins decaying after 30 seconds outside combat. (Farmerjoe)
- At Sequence 2, Rage becomes Wrath, increasing maximum spirituality by 0.5% and maximum health by 0.2% per Wrath. (Farmerjoe)
- Balance now grants knockback resistance from 15% at Sequence 9 up to 90% at higher sequences. (Farmerjoe)
- Added Suffocation at Sequence 7, dealing damage every second for 10 seconds to a targeted enemy within 32 blocks. (Farmerjoe)
- Aquatic Affinity now scales from Dolphin’s Grace into Water Breathing and Conduit Power, then grants regeneration, resistance, and spirituality after 15 seconds submerged at Sequence 3 or higher. (Farmerjoe)
- Added Azure Wave at Sequence 7, a moving wall that drags targets forward and crushes them against terrain; it grows into Tsunami at Sequence 4. (Farmerjoe)
- Lightning Storm now has half its normal warning time at Sequence 1. (Farmerjoe)
- Ocean of Lightning now lasts 15 seconds instead of 30 and builds the unified Rage/Wrath meter while its caster remains inside. (Farmerjoe)
- Downpour now extinguishes affected targets, suppresses hostile fire abilities, inflicts darkness and drowning pressure, and displays local rainfall. (Farmerjoe)
- Added Essence of the Sea at Sequence 4, periodically calling extra lightning around Lightning Strike and making Wind Blade pursue marked victims. (Farmerjoe)
- Added Water Curtain at Sequence 5, creating a nine-block hemispherical barrier that blocks physical and magical projectiles crossing it in either direction. (Farmerjoe)
- Lightning Strike now deals 25% bonus damage to undead and qualifying Abyss, Chained, Death, and Hanged pathway users instead of its previous 150% undead bonus. (Farmerjoe)
- Lightning Bolt Arrow base damage increased from 8.9 to 14. (Farmerjoe)
- Destructive Droplet is now a slow projectile that detonates against terrain, damages enemies within eight blocks, and pulls them toward the impact point. (Farmerjoe)
- Sequence 4 acting progress now recognizes Azure Wave kills, while Sequence 2 progress recognizes kills from damaging Calamity Creation modes. (Farmerjoe)
- Storm Incarnation now lasts 10 seconds, increasing to 20 seconds with a 50-block radius at Sequence 1. (Farmerjoe)
- All Wrath Expulsion modes now consume 30 Rage/Wrath. (Farmerjoe)
- Water and Sea symbolism now recognize Suffocation, Azure Wave, Water Curtain, and Essence of the Sea. (Farmerjoe)
- Wind Flight now consumes 30 spirituality per second alongside a visible Wind reserve that recharges when entering eligible chunks. (Farmerjoe)
- Incarnation of Light is now an active coordinate teleport with safe-arrival validation, a 1.5 second charge, and a Heavenly Punishment shockwave on arrival. (Farmerjoe)

## Sun

2 changes

[Pathway page](https://www.mysterria.net/en/pathways/sun)

- **Contract & Order Authority** (Sequence 3) Following questions regarding yesterday’s note, here is a full breakdown of how authority scaling and ability damage work:
- Suggestion added Purification + Notarization cooldown (suggested by Sick_Weeb)

Upon obtaining Sequence 3+, your Sun abilities always deal 100% damage. Holding the sequence gradually charges your divine authority bar up to 100%, amplifying all Sun ability damage up to **175% max**, granting a **+75% damage bonus** at full charge. 0h – 12h deals the normal damage 12h – 24h deals +25% damage 24h – 48h deals +50% damage 48h+ deals +75% damage

**Timers & Progress Were NOT Reset**: Existing Sun Beyonders keep their full accumulated active time and charge progress.

*Note on Ability Menu Tooltips Ability tooltips in the GUI selection menu preview the raw damage. When cast in actual combat, the full **1.75x authority multiplier** is applied. This is a visual bug that i’ll get to so no need to make tickets* (Optuber)

Both 1h -> 10min. Notarization’s clock also moved from drafting a sheet to a contract actually going ACTIVE, so testing a punishment type or having someone never sign costs nothing. In exchange added a 3-open-draft cap plus a 24h lapse limit (ikeepca1m)

[Older Aug 29, 2026](https://www.mysterria.net/en/news/changelog-2026-08-29)[Newer Aug 31, 2026](https://www.mysterria.net/en/news/changelog-2026-08-31)

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