School of Mercenaries Reasons: Each of the mercenary schools were in need of shortening and condensing together with the latest Proficiency update. Effects: Blackmark, Darkmark, and Hitlok have all been condensed onto one School of Knights-style page, and each of their pages have been edited to redirects to the School of Mercenaries page. Source links: https://wiki.massivecraft.com/School_of_Mercenaries Player Effects: This edit shouldn't have many effects on players. Actions on this won't need to be taken, as no changes have been made to the actual schools.
School of Rangers Reasons: Rangers needed updating with the new Proficiency System, as well as a little lore overhaul. Effects: There are now two different Ranger disciplines; Elven oriented and Regalian oriented. The Code of Nenya Oak got some needed summarizing and it connects more sensibly with Etosil and other lore now. Source links: https://wiki.massivecraft.com/School_of_Rangers Player Effects: This edit should only have an effect on Rangers. Change the life story and determine which Discipline was taken.
Undeadism Updated Reasons: Undeadism as an entire concept has long been EXTREMELY out of date with our lore. That issue has finally been fixed. Effects: No effect. The staff have long told people not to play Undead for being so out of date. Source links: https://wiki.massivecraft.com/Undeadism Player Effects: Players can now be Undead! Anyone interested should read the article and even those who aren't, just to know information for your RP.
Religion of Narathim Reasons: New religion more centered around personal exploration and scholarship. Nerd religion! Effects: No effects, just an extra layer of lore for players to explore. Source Links: https://wiki.massivecraft.com/Narathim Player Effects: Scholarly characters can now integrate themselves into the Narathim religion, and there is a possibility for a community to grow from this!
Modern Elven to Plains Elven Reasons: Diversifying and creating distinctive Elven languages to separate the various Nelfin races. Effects: It shouldn't really. Its only effect will be that Cielothar and Avanthar will be unable to communicate directly with Altalar, but should have a closer relationship through sharing a language together. Source links: https://wiki.massivecraft.com/Cielothar https://wiki.massivecraft.com/Avanthar https://wiki.massivecraft.com/List_of_Languages#Plains_Elven Player Effects: People who play Cielothar and Avanthar shouldn't be able to innately speak to Altalar now outside of Common. People with approved applications for Cielothar and Avanthar should be safe to switch Modern Elven/Altalar to Plains Elven on their apps without requiring a re-review.
Pages Galore Reasons: Finishing up the Geography Update Project with Ellador New Irish culture and associated religion, a replacement for Claith, to be authentic and accurate to ancient/early medieval Irish The other pages were so out of date, they said "Qadir sultanate" Effects: Technically, there are no changes actually taking place, we are simply updating and providing pages which have been out of date for a while Source links: https://wiki.massivecraft.com/Ellador https://wiki.massivecraft.com/Ériunin https://wiki.massivecraft.com/The_Draoidh_Feya https://wiki.massivecraft.com/Regalian_Empire https://wiki.massivecraft.com/Regalian_Archipelago Player Effects: Any Claith characters should be immediately updated to this new lore and get their applications Re-Reviewed if there are major changes to be done BE AWARE: Edits on the Regalian Empire and Archipelago pages are likely to change within the coming weeks. I would advise focusing on the broad strokes of each region instead of minor/specific aspects.
Silven Update Reasons: Perfect Silven have been removed after a brief discussion and a general disinterest from the community. Silven items have all been removed. Effects: No real effects. Source links: https://wiki.massivecraft.com/Silven Player Effects: All of those Silven who have an item approved will need to stop roleplaying with it or acting as if they own it, but no voids concerning the item are being enforced at this time.
Velheim things Reasons: In preparation for a larger update to all Schools, the School of Skaggers was particularly flawed in its rewrite and so needed some correction. Despite occurring over a year ago, the Burning wasn't yet written up into an article. That error has been fixed. Effects: Technically, there are few major changes but some background lore on the Burning has been revealed now and can be considered somewhat public knowledge Source links: https://wiki.massivecraft.com/School_of_Skaggers https://wiki.massivecraft.com/Burning_of_the_North Player Effects: Technically, there are few major changes but people who were involved in the Burning or are in the School of Skaggers should take a look at these pages for themselves due to reasons
@everyone Super small update, added the Bonded Supremacy and Legitimacy to the Slizzar race to encourage the Slizzar to do some more competition. We've felt the Slizzar players always kind of payed lip service to the concept of racial competition, and we hope that by offering additional power stacks, that motivation for competition will increase! https://wiki.massivecraft.com/Slizzar#Bonded_Supremacy
Minor Qadir Update Reasons: The Qadir lore was extremely old overall and needed a proper look over to fix issues and bring it into line with current lore. Effects: This shouldn't cause any problems for RP, it just corrects some errors and adds more details to other things. Source links: https://wiki.massivecraft.com/Qadir Player Effects: There should be limited effects on actual Qadir RPers, this lore either fixes old errors and issues involving their History and references to outdated lore while also adding minor bits and pieces to the whole article. In short, Qadir players should brush over everything and use the Wiki's History function to see what exactly is new.
Heartland Ceardian Culture Released! Reasons: To continue our mission to help represent a variety of Cultures through MassiveCraft, and because I was feeling very British one day. Effects: Any and all Heartland Ceardian characters should come take a look! Source links: https://wiki.massivecraft.com/Heartland_Ceardian Player Effects: Little to no effects, their Boost remains the same, but players might want to examine their characters anew and alter things if they feel inspired to.
School Project (largely) Completed! Reasons: Schools were stripped of all relevance when the changes occured to Proficiencies. They sat there, some in a rather poor or disorganized state, unable to be properly used. Effects: This is unlikely to really effect anyone’s Character Application or their RP. Few to none of the Schools have been drastically changed and in fact, hopefully, the mention of Schools will increase in average RP as people can now formally state what they were trained in, where they went to get the education and etc. Source links: Entirely new Schools section: https://wiki.massivecraft.com/Schools Player Effects: Players are likely to be little affected by the changes, but I urge people to go take a look at the Schools in their new format. They might be interested enough to include them into their Character’s design, their RP, and in general just use them to get that bit more immersed in the world of Aloria. People should also keep an eye out because over the next two weeks, the final few Schools are going to be dropping over that time
Small Proficiency Update Reasons: Confusing and annoying Proficiency numbers that didn't make much sense for different genders in Ailor cultures. Effects: Every Ailor culture now has an optional alternative proficiency. Lashing Combat Skill is now a new combat Proficiency for lasso's and whips. Source links: https://wiki.massivecraft.com/Proficiency Player Effects: Nothing. It's all new optional content.
New Cultures! Reasons: Depth! Effects: No effect! Other than possibly making some people interested in trying these new Cultures out! Source links: https://wiki.massivecraft.com/Höglander https://wiki.massivecraft.com/Ardualnaar https://wiki.massivecraft.com/Khaneh https://wiki.massivecraft.com/Proficiency#Race_.26_Culture_Boosts Player Effects: Players who are Velheim, New Regalian or Qadir should take a look at these new Cultures, who are nearby to them or some other flavor of their own Race. Nothing should be changed, unless you want to convert a character to these Cultures. Also added their Culture Boosts to the Proficiency Page!
Even MORE New Cultures! Reasons: Depth! Effects: No effect! Other than possibly making some people interested in trying these new Cultures out! Source links: https://wiki.massivecraft.com/New_Regalian https://wiki.massivecraft.com/Calderliga https://wiki.massivecraft.com/Fridurfolk https://wiki.massivecraft.com/Tarkkin https://wiki.massivecraft.com/Proficiency#Race_.26_Culture_Boosts Player Effects: Players who are Velheim and New Regalian should take a look at these new Cultures, who are nearby to them or ARE them! Nothing should be changed, unless you want to convert a character to one of these Cultures. Also added their Culture Boosts to the Proficiency Page!
People of the Plains Update Reasons: Avanthar lore was disjointed, hopefully this update has fully brought the Race page into current lore and quality. As for the Qússrakón, Ailor Culture depth, yay! Effects: Minimally, no existing dynamics have been changed though the Qússrakón do change the board a bit in terms of Daendroc politics. Source links: https://wiki.massivecraft.com/Avanthar https://wiki.massivecraft.com/Qússrakón Player Effects: All Avanthar RPers should take a look at the new areas of the page, which are largely in History and Religion, while the rest of the page got a minor facelift to updated lore. Overall, limited changes will be needed to characters unless you play a very, very specific type of Avanthar which now may need some tweaking. Ailor RPers might find it nice to go and take a look at one of the wildest Cultures of the Race.
Minor Adjustment to Races and Rituals Reasons: Minor changes decided on by Lore Staff Effects: Only the alterations to the Dread Corruption Possession will affect gameplay The Races pages merely lost the Body Build mentions in their infobox in favor of what is mentioned in the Physical Characteristics Source links: https://wiki.massivecraft.com/Demonic_Possession#Dread_Corruption_Possession https://wiki.massivecraft.com/Races Player Effects: Minimal impact, aside from those who use Corruption Possession
School of Knights, and Rangers, Update Reasons: Rangers are not played very much, and them having their own Combat School didn't seem appropriate. The concept for them also struggled with hanging onto old elven lore that no longer fits, so Rangers have been redefined into an Imperial Skirmisher sort of status, listed as something of a black sheep among the Knightly Schools. Effects: The Ranger School is now a Knight School that has ties to the Regalian Army and follows the Code of Great Oak. Elves can now no longer be Rangers, unless for some reason they worked for the Empire. Expansion upon Alexander the Giant lore. Source links: https://wiki.massivecraft.com/School_of_Knights Player Effects: Everyone with an approved Ranger character should tweak their Life Story accordingly and likely switch schools unless they were present between the ages of 14-24. Everyone with a Knight character should consider how their character would feel about Rangers, few as they are, being "Knights". In all likelihood, they will look down on them and think them suicidal, reckless fools.
Alchemy Adjustment Reasons: Because the changes were not noticed by the community Effects: Anaflexi and Obscura are now Noble Order/Progression Order exclusive materials and even then, Nobles will have to be careful. Remember that a House lost an entire village of people when they tried to make Anaflexi on their own. Source links: https://wiki.massivecraft.com/Obscura https://wiki.massivecraft.com/Anáflexi Player Effects: Minimal impact, as they were already used sparing, if not at all.
Cultures'n'more! Reasons: Because depth! Effects: The presentation of the Languages of each Culture and Race have been simplified on the single and easily read Languages page. While the old page was nice and had fun information for players, it was ultimately somewhat confusing, and easily rendered out of date. The only major page that changed was the Velheim page, which now has simplified Languages. This update will hopefully help avoid that, while also helping tie into the other change... ...which is a fundamental update to the Cultures page! Only Human Race Cultures are present on the Cultures page now as those of other Races have their own sections on said Race's pages. When or if needed, these Race pages can be updated to provide depth to their associated Cultures. The update also makes it clear all the brand new and interesting Cultures written thus far and still to come! The Mevoriim and Güneyliler Cultures have been released! These Jewish and Turkic respectively inspired Cultures are unique for a number of different reasons that can be learned via their respective pages. Allar, you are no longer the only Race with immunity to most diseases and poisons of Sendras! Source links: https://wiki.massivecraft.com/Languages https://wiki.massivecraft.com/Velheim#Language_and_Dialects https://wiki.massivecraft.com/Cultures https://wiki.massivecraft.com/Mevoriim https://wiki.massivecraft.com/Güneyliler Player Effects: Minimal impact, as none of this should fundamentally change RP in any way. It might compel people to change their Characters to be from the new Cultures though, which is always nice! Any Velheim RPer should just glance over the new changes and alter their character accordingly, this change only serves to simplify their lives.
Excuse me miss, I ordered more Cultures! Reasons: Because depth! Effects: N/A Source links: https://wiki.massivecraft.com/Genevaud https://wiki.massivecraft.com/Ohrneti https://wiki.massivecraft.com/Proficiency#Human_Races Player Effects: Minimal changes, these are new Cultures, all should enjoy reading them over! They're both unique, and their Boosts are up!
Languages and Linguistic Knowledge Adjustment Reasons: There was both internal and external confusion on just what was being said about the Extinct Languages Effects: Nothing drastic to the Lore, moreso an effect on players Source links: https://wiki.massivecraft.com/Knowledge_Proficiency_Category#Linguistic_Knowledge https://wiki.massivecraft.com/Languages#Extinct_Languages Player Effects: Any and all players who have spent at least 24 Proficiency Points on Linguistic Knowledge should definitely take a look at these changes, and adjust your applications accordingly on what Languages your character knows.
Half Races Update Reasons: Because player choice and aesthetics Effects: There is now a much larger diverse group of Half Races in Aloria, with a variety of roles and prejudices based on region and the Races involved Source links: https://wiki.massivecraft.com/Half_Races https://wiki.massivecraft.com/Proficiency#Half_Races Player Effects: Players of previous Half Races have a low chance of being affected since we kept the old Half Races, though we did get rid of "Half Humans" in favor of the diversity now present on the page All Half Race applications now need to be resubmitted because of the Proficiency changes that have taken place All players should take a look at the lore, and see if anything interests them, but also to help maybe gauge your character's reaction to these new Half Races
Subject Name: Dwarven Racial Abilities Reasons: Dwarves had no Racial Powers, so I wrote some! Effects: Each Dwarf now chooses one of six "Souls" that each gives a different power, and there are time limits on how each can be used. It's very much tied to the core motivation for each Dwarf on how they wish to change the world. Source links: https://wiki.massivecraft.com/Dwarf#Dwarven_Soul Player Effects: All Dwarves will need to be cognizant of what powers they are carrying, and ideally, note it on their sheets.
First Aid and Flyers (School of Medicine and Printing Presses) Reasons: Somehow, in the recent School Update Project, School of Medicine was missed Printing presses were long abstract in our lore, so now, here is some lore and rules to go with them Effects: Minimal, both existed in the lore already, though the School of Medicine solidifies somewhat where Alorian medicine is Source links: https://wiki.massivecraft.com/School_of_Medicine https://wiki.massivecraft.com/Printing_Press Player Effects: All medical RPers should take a look at the new School of Medicine, there is a large chunk of OOC content to make RP believable and more logical to the RP world
Subject Name: Vampire Coven Culture & Rituals Update! Reasons: Most if not all Vampire Covens have been requesting an expansion to coven culture. Effects: A number of festivities and rituals have been written up as the basis for Covens to hold more events, alongside clarification of Ancient/Greater Vampire influence among Covens. Source Links: https://wiki.massivecraft.com/Vampirism#Vampire_Coven_Culture https://wiki.massivecraft.com/Vampirism#Vampire_Rituals_.26_Festivities Player Effects: Hopefully more Sewer Events and Coven Culture depth!
Cultures of the Sand and Sunny Sky Reasons: Because depth and I swear I will get the full list done before the end of the year Effects: New Cultures! New people! And plenty of new information. Source links: https://wiki.massivecraft.com/Bragacao https://wiki.massivecraft.com/Tolonne https://wiki.massivecraft.com/Hadrav'yan https://wiki.massivecraft.com/Proficiency#Human_Races Player Effects: Nothing really, if you want to keep your character as they are. However, if you are from the areas mentioned as being the origin point for each of these new Cultures, you may want to go and read them. If you're a devout Unionist or a clergyman, definitely check out the Hadrav'yan Religion section. That society is a rather unique group of Unionists.
Religion Update Reasons: Because the Religion section was VERY old as a page, and several important faiths were lacking in information. Effects: No lore has been changed, everything has just been made more clear and easily defined Source links: https://wiki.massivecraft.com/Religions (every article on this page is either new or recently updated, so definately take a look at it all) Player Effects: Nothing really, as no faiths were changed. Information was merely updated, expanded or added to fit the current lore. I hope everyone enjoys this! NOTE: Other important Religions (Dogma of Duindin for example maybe) will be added with time when the Lore Staff can write them out, but the selection currently up were either easy to write, are important to the lore, or I just felt energized to do.
School of Skaggers Update! Reasons: The Trances on the Skagger school was one of several sources of "boosts" that needed to be curtailed with the new Proficiency system incoming. Effects: The Trances were all removed apart from a few scant mentions; they are not able to be used in-game as a bonus or any proficiency-based bonus. They can still be mentioned as part of cultural practice but will give no inherent benefit in combat. Source links: https://wiki.massivecraft.com/School_of_Skaggers Player Effects: Everyone with an approved Skagger character should read the new lore and edit their applications appropriately.
School of KNIGHTS UPDATE! Reasons: The Codes were older than the universe. And, Rangers needed to be included as their own Knightly Order. Effects: All Codes have been touched up, reworded, and in some cases added onto. Disobeying Knights Code will carry ic consequences, and do yet rely on the activity and influence on the in-game knightly orders. Source links: https://wiki.massivecraft.com/School_of_Knights Player Effects: Everyone with an approved Knights character should read the new lore and edit their applications appropriately.
New Culture and Various Minor Updates Reasons: Because depth and stuff needs to be kept in step with the wider lore Effects: This will impact RP minimally, nothing has drastically changed beyond a new, rural variety of Daendroque society being born with more religious devotion than their urban dwelling sister society Additionally, the Lists of Major Cities and Minor Nations and States have been updated to conform to new Culture, State, and History lore Source links: https://wiki.massivecraft.com/Jendaskea https://wiki.massivecraft.com/Proficiency#Proficiency_Limits https://wiki.massivecraft.com/List_of_Major_Cities https://wiki.massivecraft.com/List_of_Minor_Nations_and_States Player Effects: Little to no major change, though Daendroque RPers will definitely want to read up on this society. Changes to the Daendroque page itself will better reflect the addition of the Jenda into their society
Updated Major Nation, State Lore and Update to current Slizzar Lore AND Regalian Archipelago Page Update Reasons: The update to Nations and States was needed because when a page references "the Qadir Sultanate", you know it's too old. With the new Slizzar lore that changes up their background fairly significantly, edits to several lore pages was required. The Regalian Archipelago page was badly out of date, and now reflects the current regions seen on the map of the region. Effects: This will impact RP and background lore minimally, as many who engaged in the noble system knew of the new Archipelago, the Slizzar lore release is several weeks old, and the nations and states are not often engaged in by players (though hopefully they enjoy the content I have injected into the pages). Source links: https://wiki.massivecraft.com/Kingdom_of_Nordskag https://wiki.massivecraft.com/Songaskian_Masaya https://wiki.massivecraft.com/Kingdom_of_Lusits https://wiki.massivecraft.com/Chrysant_War https://wiki.massivecraft.com/Hadar https://wiki.massivecraft.com/Chrysant_Flower https://wiki.massivecraft.com/Regalian_Archipelago Player Effects: Little to no major changes are required by players but I HEAVILY encourage everyone to check the changes out!
The Holy Water page is in the midst of a VERY heavy rework. Until then, the changes stated below are un immediate effect. Reasons: Hallowed Lanterns are a far more engaging weakness to unholy detriments than pocket Holy Water. Furthermore, many more anti-aberrant mechanisms exist (rettists, sanctists, witchbloods, sihndar, etc). Effects: Holy Water remains an existing resource that can be procured from the Regalian Cathedral and certain Ailor Will of Faith abilities. The lore behind Holy Water in religious/symbolic regard does not change. Holy Water remains a key component to curing Vampires and Werebeasts. Holy Water no longer weakens anything or anyone in any sort of contact bar the curing procedure. Source Links: https://wiki.massivecraft.com/Vampirism https://wiki.massivecraft.com/Holy_Water https://wiki.massivecraft.com/Werebeast
Content Content Content! CONTENT!!! Reasons: Because I believed my fingers haven't been through enough punishment and decided to write more A continued effort to update Nations and States lore up to current standards and lore concepts Other content has either been sitting around for a while not properly published or updated to current lore and then published: I finally got them out the door Other content that simply came down the publishing pipeline Effects: Little to no effect, much of this information is minor or does exist on other lore pages. These efforts will help to unify some concepts while also greatly expanding on other pieces of content Source links: New Major Nations and States https://wiki.massivecraft.com/Ithanian_Sovereignty https://wiki.massivecraft.com/Patriarchate_of_Etosil https://wiki.massivecraft.com/New_Ceardian_Colonies Fauna https://wiki.massivecraft.com/Owl https://wiki.massivecraft.com/Feathered_Meadowfly https://wiki.massivecraft.com/Axford_Pondflitter People https://wiki.massivecraft.com/Yvrize_Clair-vois-blanc New Clut Pages https://wiki.massivecraft.com/Extinct_Races https://wiki.massivecraft.com/List_of_Past_Nations_and_States Player Effects: There should be few changes or effects to player characters given the nature of these pages, which mostly provide background and filler information. Still, I heavily encourage RPers to look at the new Clut pages and the new Major Nations and States pages just for their own OOC mindset
Mid-Week Content Dump! Reasons: Because Byala should be out in time for Halloween! Yay to spooy scary lore with Vampires, Werebeasts, oh my The first Noble House pages are finally done and can be pushed out! Everything else, had sufficient work done to also be published along with it Effects: Little to no effect lore-wise, just a continued effort to expand and clarify Ailor Cultures as well as describe other aspects of the lore Source links: New Ailor Cultures https://wiki.massivecraft.com/Zvorun https://wiki.massivecraft.com/Byala Noble Houses https://wiki.massivecraft.com/Noble_House_Viduggla https://wiki.massivecraft.com/Noble_House_Delmotte People https://wiki.massivecraft.com/Julian_de_Montverrat Player Effects: There should be few changes or effects to player characters given the nature of these pages, which mostly provide background. I heavily encourage people to read them though if they are at all interested in the noble scene or new possible Cultures to convert their character to.
Mundane Afflictions Updated Reasons: The Mundane Afflictions were long plagued with errors if not directly out of date or simplistic lore which gave no depth to their existence. The cure for it though was just some TLC in the form of rewrites and updates. Effects: Little to no effect lore-wise, only one disease was outright removed (Mind Rot) Source links: https://wiki.massivecraft.com/Wandering_Fever https://wiki.massivecraft.com/Alaine's_Illness https://wiki.massivecraft.com/Yazzak_Disease https://wiki.massivecraft.com/Slithering_Maggots https://wiki.massivecraft.com/Black_Foot Player Effects: There should be few changes or effects to player characters. Very little in the way of illness features was changed, so old RP of people becoming infected is secure.
Geography Update Fully Complete Reasons: Because this Geography is essential to the lore Effects: Little more that updates and adjustments, with a lot still being true but now properly and fully defined. Source links: https://wiki.massivecraft.com/Teled_Methen https://wiki.massivecraft.com/Daendroc Player Effects: There should be minimal effects on players, though a lot of them will CERTAINLY have new content to read.
Cultures and Nations Completed! Reasons: Because background and finishing things and new lore! The Major Nations and States pages have all been completed (the page on the Altalar nations of Daen/Teled Methen doesn't count given that it is a clut page). At the SAME time, we have finally finished all of the Cultures as laid out before us back at the beginning of the year. Finally, we can now get started on going back to the older Cultures, and providing them with a bit of extra love and care, adding more to them to help bring them up to the standard of the other pages as well as the new lore that exists. But for now, let's focus on how we finally finished up writing some 20+ new Cultures! Woooo! Effects: Minimal to no effect on RP in the case of most of this content, as it existed beforehand in a lot of places, it just wasn't written down Source links: https://wiki.massivecraft.com/Territory_of_Al-Alus https://wiki.massivecraft.com/Governate_of_Daenshore https://wiki.massivecraft.com/Cultures https://wiki.massivecraft.com/Azzizzari Player Effects: Qadir players will definitely want to read up on Al-Alus Daendroque players will definately want to read up on Daenshore Players interested in exploring a fully diverse and complex collective of Cultures should check out Azzizzari and the other completed Cultures!
Various Updates/Additions! Reasons: Because lore and keeping things updated Effects: Minimal to no effect on RP in the case of most of this content Source links: https://wiki.massivecraft.com/Wiaraja https://wiki.massivecraft.com/Ithanian_Hivres https://wiki.massivecraft.com/Successor_Principalities https://wiki.massivecraft.com/Velheim Player Effects: A brand new and exotic faith! Altalar players should definitely take a look at the Principalities, as they make up the majority of the territory in Teled Methen and are likely the point of origin for a number of characters. Ithanians should take a look at the lore about each Hivre, just to understand the flavor of each region. Velheim is the first of our older Cultures to get an update to the current content standard, all Velheim players should take a look at the new content that has been added in several sections.
Sorcery v2 Update Reasons: Copious feedback and live play revealed some cracks in the initial Sorcery publication. Updated with Ability Consistency re-work in mind to bring everything up to date. Effects: High Effect on RP & Apps Source links: https://wiki.massivecraft.com/Spirit_Sorcery https://wiki.massivecraft.com/Nature_Sorcery https://wiki.massivecraft.com/Elemental_Sorcery https://wiki.massivecraft.com/Arcane_Sorcery https://wiki.massivecraft.com/Lightness_Sorcery https://wiki.massivecraft.com/Darkness_Sorcery https://wiki.massivecraft.com/Order_Sorcery https://wiki.massivecraft.com/Chaos_Sorcery Player Effects: A couple of new spells and adjusted function of all spells. Players who utilize Sorcery may need to update their apps and should re-familiarize themselves with the new abilities and functions. Players who don't weren't interested in Sorcery before should take a look as it is more concise and straightforward in its function.