Magic
- Element WANDS shipped: 4 elements (fire/frost/earth/nature) × 3 metal-core tiers (ItemDB 164–175, anvil-crafted with own-biome reagents). LMB casts the element bolt (fireball ignites, frost bolt cripples, stone bolt, nature = an ally-targeting LIFE PULSE heal), Q casts the utility (firewall / frost nova / conjure wall / regrowth HoT).
- MANA — a new slow-regen casting resource (100 pt, 1.5/s trickle) with its own HUD bar.
- MAGE BOTS live on the battlefield — fire + frost + nature-healer wand trio, ~1/3 of melee bots now swing AXES, and big bandit camps field a shoddy copper-wand shaman.
Combat depth
- Active weapon abilities on Q: sword SWEEP (AoE), axe POWER STRIKE (guaranteed 2.2×), bow POWER SHOT — humans and bots alike.
- FIRE ARROWS + the fire system: burning wood/palisades/siege engines, rain douses, X ammo-cycle; plus the carriable TORCH (held light + melee-range arson).
- Anti-cheat fixes: no melee hits or trade offers through walls (occlusion gates).
World & economy
- Alchemy grew a lot: mushrooms → health/stamina/swiftness potions, underwater algae → water breathing, swamp POISON blade-coating + ANTITOXIN, and the mana potion.
- PvE bandits: shoddy part-worn gear (camp farming can't beat crafting) + the shaman flavour.
Building, onboarding & meta
- Z style-cycle for masonry variants, gate door-swing animation, schematics refuse floating pieces.
- Server integrity: per-peer RPC rate limits + a periodic dupe/invariant audit.
Demo, polish & perf
- The demo siege now plays out end-to-end (closed gates, working ram/catapult crews, paced fire arrows, a perpetual self-reseeding siege line).
- Perf: MultiMesh pooling for props, distant-leaf LOD; calm-sea swell/whitecaps; low-health music sting; ~20 new SFX batches (wands, abilities, poison, gems, biome ambience).
- Notable fixes: drowning no longer leaves you semi-alive, two-cell bed rotation, loose blocks crush grass/snow layers.