PetalMC: The Mage's Guild (Version 1.10)

V1.10 is the update the last one knocked on the door of. The Mage’s Guild opens: a standing world of floating islands with its own sky, its own hours and its own people, reached from the village by a porter who will walk you there. Behind its doors is a magic system built from nothing - a reagent to spend, a staff to bind, and a couple of dozen workings to learn from the people who know them.

It is also the update where the server starts talking. NPCs are voiced, quests open with cinematics rather than text boxes, and some of the Guild’s residents keep a day and have to be found where they actually are.

And it is the first release of PetalMC that anyone can join.


PetalMC opens to the public

This is the first public release. Everything below has been built and tested behind a closed door; from 1.10 the door is open, and the whole of Blossom Village, the wilderness, the Abyss, the arena, the expeditions and now the Guild are there to be walked into.

If you are arriving for the first time: talk to the Porter. He is a short walk from the spawn platform and he will explain anything you ask him about.

The Mage’s Guild

The Guild is a world of its own - a cluster of floating islands under a turning sky, shared by everyone who has been admitted.

Getting there. Admission starts in the village. There is a room under the Rusty Spoon’s stairway and a woman in it who takes applications, and she has tests before she will say yes. Pass them and the Porter by the village spawn carries you into the induction: a private copy of the Guild that opens on a cinematic and ends with Rowan’s chain, the last step of which is bringing the ledger back to Fern in Blossom Village. That hand-in is your graduation. From then on the porter takes you to the Guild hall, the standing world every graduate shares, whenever you ask, and waits on the Guild’s side to send you home.

He is the only way in. There is no command for it, a friend cannot summon you past the induction, and a home cannot be anchored on Guild ground - because arriving somewhere ought to involve somebody.

The hall is a place, not a lobby. /where names it The Mage’s Guild. It is safe, protected and healing, like the village: you keep your inventory on death there, and nothing anywhere in the Guild’s world can be placed or broken. Elytra will not open on Guild ground - a working is the only way to fly there.

The ward is a circle of radius 275 about the island’s heart, wide enough to take in the three outlying islands. Fly past it and you are told you have left it and that the air out there is not safe. The ground beyond is still the Guild’s: /where names it the Outer Air, and there is no wilderness in it.

The island has districts, and /where names them the way it names the village’s: the Guild Plaza, the Guild Stalls, the Podiums, the Academy, the Guild Inn, the West Hall, the Rock and Upper Terraces, Windmill Island, Torii Island, Ascension Island and the Magefolk Village.

The Guild has ranks. Recruit, Apprentice, Adept, Expert, and one day Master. Rowan’s trial makes an Apprentice, and the Guild’s people address you by what you have earned.

The Guild’s sky turns. It has mornings and nights while the village keeps its endless noon - and the hour matters. Some errands are only offered after dark, and some places only count after dark.

It sounds like somewhere

The Guild has an atmosphere that listens to where you are: a daytime bed and a night one, each different indoors and out, and a thin high air when you are flying with nothing near you. Under it runs the Guild’s own piece of music, which plays when you arrive, rests eight to fourteen minutes when it ends, then plays again - and keeps its rest even if you pop back to the village. Both follow you wherever you fly.

Particular places have music of their own. Ascension Island, the Magefolk Village and the Overrun Library each greet you the first time you arrive, the two terraces carry the pools’ reflection theme, and the Enchantress’ Hut has a theme that starts every time you step in. The Guild’s own piece steps aside for them. Quest music comes first of all: while the Wind Chasers clock is running, nothing you fly over plays over the top of it.

The falls in the Guild sound like water now, too.

Voices

NPCs speak out loud.

The Porter is fully voiced. The first time you meet him he walks you through the basics in six lines - spawn, the traders, the portals, levels and what levels unlock. After that his menu opens: he will take you to the Rusty Spoon or the Guild, explain expeditions, parties, money, pockets, clans and reputation, and show you the village’s story. Clicking on cuts the current line, so you are never talked over by a man you have already finished listening to.

The Enchantress now stands as a mannequin in a gothic robe and a sorcery hat, and she has a voice to match - low, dry, and entirely unconvinced by your gear.

Rowan, Staffwright has his own barks and carries both of the Guild’s opening scenes.

The system is general: any line of any conversation can carry a recording, and any NPC can have a once-only introduction that only ever plays the once.

Cinematics

Quests can now take the camera off you and fly it.

The story of Blossom Village. Ask the Porter to show you and he does: a narrated two-and-a-half-minute cinematic flown around the live village, sixteen cuts and its own score. Where you came from, what is where, and where the doors lead.

The Guild’s induction opens on a scene, and Rowan’s first two meetings are scenes - the staff, and the trial.

Nobody wonders where you went. While you are watching, a likeness of you stays standing where you were: your skin, your gear, and your name with [Busy] after it.

Timewalking NPCs

Some of the Guild’s people keep a day, and move around the island by the hour. They are not spawned and despawned - it is one person, walking their own routine, and if you want them you have to know where they are at that time of day.

Lucius, the Enchantress’ second assistant, is the first: on Ascension Island in the morning, with her at lunch, at his desk over the terrace pool in the afternoon, with Jupiter in the early evening, by the inn’s fire late, and asleep somewhere you cannot reach him after that. He is busy with strangers until Dwink sends you to find him by the pool - and if the hour turns while you are mid-conversation, he slips away.

Quest NPCs now show where you stand with them: a yellow ! and a ring at their feet when they have an errand for you, a grey ! while you are on one of theirs, and a green ? when you have something to hand in. Only you see yours.

The magic system

Magic is a system now rather than a handful of staff abilities.

Soul Dust is the reagent. Naturally spawned hostiles drop it silently - about one in five, one or two at a time - and never from spawners or farms. Press four grains in a two-by-two grid for one Dense Soul Dust, or split one back into four; workings costing four or more burn dense first and top up with loose, and cheap ones never touch your dense at all.

Staves come in two kinds. The existing nine are novelty staves - one built-in ability, free to cast, unchanged. The new adept staves cast whichever working the wielder has bound to them.

The spell book opens by right-clicking an enchanting table while holding an adept staff. Click a working you know to bind it; ones you have not learned show as locked entries. Bindings live on the staff - a dropped staff keeps its working - but casting needs the holder to know it, meet its level, and be carrying the dust. The staff’s icon carries a watermark of whatever is bound to it, so a glance at your hotbar tells you what you are holding.

Marking a target. Press F while holding an adept staff to mark whatever is under your crosshair - a rune only you can see. Press F at nothing to release it. Marks fade on death, on distance, on swapping the staff, or after thirty seconds.

Potency and spell haste are new gear stats. Healing, sorcery and trickery potency each deepen their own school; adaptive potency touches all three at smaller numbers; spell haste shortens adept cooldowns. Values sum across your armour and held staff with diminishing returns - potency tops out at +200%, haste at 75% - and the spell book shows your live numbers.

Factions. Every creature now has an allegiance: Blossom Village, the Aetherials, the Abyssal Protectorate, or Mother Nature for the wilds’ default. Mobs only take targets their faction calls hostile, village folk are never prey to a conjured servant, and your own workings will not bite your own skeleton. Clan and party mates count as one side.

Mob ranks. Every creature carries a crowd-control rank. Normal mobs are fair game. Heroic elites shrug control down to 15% duration and 30% knockback. Epic bosses - the Slime King, the Grand Pyromancer, wardens, withers, the dragon - cannot be controlled at all: damage always lands, control does not.

The workings

Across three schools, and every one of them learned from somebody.

Healing. Mend (18) repairs every damaged item in a friendly player’s inventory, worn armour and forged gear included - weak per item, absurd in aggregate, and the working that makes a healer worth bringing. Healing Burst (22) mends you and every clanmate or party member within eight blocks. Flash Heal restores 6 to 10 health to your mark. Cleanse (26) strips ten different afflictions, puts the fire out and leaves Regeneration behind, and declines free if nothing ails the target. Mage Armor comes in three sizes, a ward absorbing 90% of incoming damage before armour ever sees it. Healing Allay (30) conjures a small kind thing that circles you, shies from enemies, and mends whoever needs it most - you first, always. Sanctuary (42), the healing capstone, raises a sphere for six seconds that shoves hostiles out, kills incoming arrows at the shell and mends everyone inside.

Sorcery. Flames (14) pours a jet along your gaze. Shards of Ice (16) is the first channeled working - three orbs form and orbit you, then fly at your mark, shattering soft blocks on impact and dropping them as if mined. Empower (20) puts +70% behind your next five melee strikes. Arcane Torment (24) collects motes above you that fly out and choose their own quarry, favouring your mark; they clip corners and miss sometimes, by design. Skeleton Warrior (28) conjures a servant that arrives dressed to its strength, tracked on a boss bar, with three stances cycled by sneak+F and an order given with Q. Implosion (30) is a shockwave that spends a potency-scaled budget outward shell by shell, breaking what fits, dying off with distance, walled by claims and muffled by water. Sorcerer Allay (34) hangs off your quarry and burns it. Annihilator (40) conjures a scaled-down ravager that roars every eight seconds and drags everything within sixteen blocks onto itself instead of you. Starfall (46), the sorcery capstone, drops ten seconds of falling stars over an eight-block region around your mark.

Trickery. Detect Hostiles (8) makes every enemy within thirty blocks answer at once from where it stands. Gale Step (12) is an instant burst of wind along your gaze with two seconds of slow falling. Detect Ore (12) rolls a listening wave out to twelve blocks - the delay says how far, the direction says which way. Lesser Shroud (12) and Shroud (36) make the wilds count you as one of Mother Nature’s own; declared enemies see straight through it, and dealing damage tears it. Distract (14) makes a creature forget you exist for eight seconds and usually pick a fight with something else. Blink (24) is a sixteen-block step along your gaze - walls stop it, so there is no phasing into bases. Stasis (26) loads the staff so your next swing freezes what it hits. Decoy (44), the trickery capstone, leaves a copy of you standing where you cast it and taunts everything nearby onto it. Rush is Speed V for three seconds, and quietly casts harder than it says it does.

Devour and Redthorn come from the vampires, and are their own story.

Every working has a hand-drawn icon in the spell book, each carrying its school’s gem in the corner - green for Healing, purple for Sorcery, gold for Trickery - and every one of them has custom audio: cast, impact, fizzle, and a death cry for each summon. Your summon’s hits land in your combat log, so you can see what your servant actually deals.

The Guild’s people, and what they want

Rowan, Staffwright stands in the Plaza and issues the Guild’s training staff. His induction chain ends with What the Ledger Says: he hands you the ledger, the hunting room across the plaza opens, and ten kills there teach you where Soul Dust comes from. Carry the ledger to Sage Fern in the village to finish it.

Jupiter has six errands and they are the spine of the Guild’s early game. Wind Chasers lights a circuit of hoops round the islands that only you can see, gives you fifty seconds and its own music, and teaches Gale Step if you make it. The Keeper’s Tomes hides five abandoned tomes on Ascension Island - each one you read vanishes for you alone, so two hunters never take from each other - and teaches Lesser Mage Armor. The Dirty Work teaches you what dense dust is by making you press some. Sounding the Wards lends you a staff with Triculate in it and sends you to listen to three old wards, one of which hums back wrong. And then Farstin: three new residents of Ascension Island each remember him, a sealed note goes to Hollis, the Village Administrator, and Hollis goes pale and sends you to Odessa with one word. Odessa needs a week. The chain pauses there.

Archmage Xarath heads the Council and keeps its three principles. From level 30 he teaches Skeleton Warrior - a lesson with two questions, then a test on Torii Island where the dead rise and your warrior must land a blow at your order.

Rhoswen, Verdant Guard holds the eastern ledge and is hungry. From level 20: bread, her rounds, and then Purgatory Isle, where the dead walk and somebody has been living. Rowan takes the news and teaches Empower.

Corvin and Ysolde are vampires, neutral residents from a world the aether’s denizens devoured. From level 26 Corvin lends his Fang and teaches Devour - a working you carry rather than cast, which strikes five times over at anything under a fifth of its health and drinks health back on a kill. Six more quests follow, and the last of them raises something on Purgatory Isle that is not the hill’s dead; killing it teaches Shroud. The Council’s renewal of their residence ends the chain with Redthorn, Corvin’s own staff, with Devour built in so the binding slot stays free.

Bramwell guards the Academy door and is hungry too. Four steaks and a word to Carter, and Carter will sell you Detect Hostiles and then Detect Ore.

Elowen keeps flowerbeds on Ascension Island for a man who is not coming back, and kons have got into them. Mind the Marigolds wants ten of them out of there - she will not say the word for it and she will not count them, so you will have to. Repeatable daily.

The Overrun Library: fetch a tome from the upper floor of the building next to Rowan’s bench without a single thing in there laying a hand on you. Take one hit and the support mages pull you out to the plaza; the room resets, your dust is replaced, and you can go again as often as you like.

Wren cooks at the Guild Inn and, whatever Brannock says, the kitchen is open. Her errand Piping Hot gives you fifty seconds to get two meals to two people on two different islands.

Maudra the Tomekeeper sells workings bound in books, from 900 gold for Flames or Distract up to 3,000 for Stasis or Cleanse. Right-click to be taught; each needs its level, and a book you already know is refused rather than wasted.

The Enchantress keeps her own hut, with her whispering assistant Dwink on the ledger and Lucius on his rounds.

Anastasia the Robewright sells mage gear for standing rather than for gold-and-upgrade: the blue Novice set at level 12 for anyone Friendly with the Guild, the violet Adept set at level 24 for the Honoured - hat, cloak, leggings, boots and a staff apiece.

Pell has laid thirteen jump pads round the Guild that throw you twenty to thirty blocks up and give you a free landing. Ride three and he will sell you your own; ride all thirteen and he calls the map finished and gives you one.

Fourteen more faces are registered on the island ahead of their stories - the Magefolk villagers, the bench traders, the innkeeper, a ruby guard, and three of the hall’s own. Jupiter, Mira and Arthur, a battlemage two hundred years old with a rose on his blazer, are among those with a line or two for now and more to come.

Reputation

Standing with Blossom Village, the Mage’s Guild and the Expeditioners’ Guild. Quests earn it alongside XP and gold, and the amount shows in chat at hand-in.

Five rungs per faction: Disliked, Neutral, Friendly, Honoured and Revered. Crossing a rung is announced. /reputation (or /rep) lists where you stand with each, and vendors and NPCs can now keep options back until you reach a rung with their faction.

Rowan’s induction pays 500 Guild standing on its own, so handing Fern the ledger is the moment you turn Friendly. The village errands pay village standing, and the survivor’s expedition errand pays the Expeditioners’.

The Guild counts its own. Kill one of its escorts on a Guild link and you lose 150 standing - the player who landed the blow, not the rest of the party.

Ilsabet the Linkwright opens links in the hall for apprentices of level 18, never on Odessa’s ledger. Which of the two you get is the Guild’s secret, unless you hold one of her field guides at 800 gold. Same fee and rest as Odessa’s.

Both land you with an escort - a Guild warrior and archer on calm, more on chaotic and erratic - who fight whatever meets you at the landing, stay thirty seconds, and are recalled. Long enough to get you off the deck, not long enough to walk the crossing for you.

The Verdant Warren

A green root-warren of clearings, wells and hidden caches, and the Guild’s harvest world: every camp and shrine chest carries Soul Dust in bulk, caches can hold a dense grain, and the walls carry three times the ore with lapis, gold and emerald among it.

It has broad rootwood, spore garden, moonstone and amber ruin habitats now, with giant mushrooms, living arches, mineral pillars and broken cloisters around its clearing rewards. Every Warren also holds three large caverns reached by signed, lamp-lit galleries: Rootmere with its lake and hollow tree, the Sunken Cloister with its archive rooms and raised treasury, and the Great Spore Hall. Each holds two supply chests and one treasure cache.

The Aether Reach

A chain of pale islands to a gate that ends the run the moment a member touches it. Every crossing now includes every middle-island landmark: patterned plazas, suspended armillary rings, a wind harp, ruined arcades, garden trellises and pool aqueducts.

It is contested on every class, calm included. Reach Sentinels loose arrows that push you the way they flew, Pale Wisps hover over the gaps with a shove, and a Giant Jellyfish drifts over the middle of the chain letting go small ones that home on you and burst - a swing or an arrow pops one harmlessly. Falling puts you back on your last footing and costs the whole link twenty seconds.

Touching the gate pays every member still inside 150 to 250 gold, and only then do the dais’s two chests appear: between them, three to five golden apples, at least three rare finds and exactly one epic roll.

The Drowned Observatory

The Observatory joins the Guild’s links, and is the most involved thing in the update: recover a regulator, drain the north gallery, restore two installations, extract an archive record.

  • The installations change the finale. The lens cuts extraction from forty seconds to twenty, the ward stops the damaging pulses, and the counterweight opens a return stair and adds gold on success.
  • Restoring one is a fight. Twenty seconds on calm, twenty-six on chaotic, thirty-two on erratic, with a fresh wave every eight seconds coming from all round the machine - and a Warden of the Ruins with the first wave on chaotic and erratic.
  • The research desk lets you study Mend, Blink or Cleanse. Three successful recoveries earn the tome, and research persists between runs. It explains itself now: what you are studying, how far along you are, and that casting the working afterwards needs an adept staff and an enchanting table to bind it at.
  • Salvage crates stand on the four corners of the walkway ring, off the objective route: 35 gold each and often something the silt did not ruin.
  • It tells you what it wants. The four steps are briefed on landing and again for anyone who arrives late, and the action bar alternates what to do next - with distance and heading - against how to do it. Machines are named, not numbered: “Hold the Ward Chamber”, not “Defend ward”. Every machine says what it pays as well as what it does, and the briefing lists what the whole run is worth before you start it.
  • You can see it. The walkways, camp, workshop, galleries and archive are evenly lit instead of black floor between glaring lamps, and every instrument is outlined through the rock: amber for next, green for done, white for salvage. The cave beyond the railings stays dark, which is the point.
  • The cavern looks drowned rather than drawn. The lake is an irregular shape, the ceiling sags and hangs with stalactites, fallen masonry lies in drifts, and the walkways are cracked, silted and mossed.
  • Its far walls are reachable. The cavern always generated wider than you were allowed to walk; the boundary has been pushed out to meet the rock.
  • The lake ward returns fallen travellers to dry ground and costs the party ten seconds. It has its own music now, instead of borrowing the ice caverns’ theme.

Ilsabet sells Observatory Expeditioning for 800 gold, which gives an 85% chance to steer the Guild’s link before the usual roll.

Kons

Three small autumn creatures now stalk the wild: the Pumpikon, the Mushikon and the Akon, each in three tiers - Gentle (a nuisance), Fierce, and Doom, which is a real threat at 180 health, bites for 14, and stands nearly twice your height.

They live in the Verdant Warren, gentle on calm links, fierce and the odd doom on chaotic, and they have got into Elowen’s flowerbeds on Ascension Island, where they are the only thing that can hurt you.

  • A kon reads a fight. It chases and hastens itself, backs off to heal when hurt, hangs back to buff and mend other kons when it has company, and a Fierce or Doom kon you perch out of reach of will leap and dive at you and explode. It dies doing it.
  • Kons are nobody’s and hate the wild things: one with no one to fight goes for the nearest creeper or zombie instead.
  • One bite in seven lands hard - half again the damage, and a heavier sound. A Doom kon’s bites always sound like that.
  • Each tier speaks in its own register: Gentle high and quiet, Doom low and loud. Kills pay 25 / 90 / 320 XP and 2-5 / 7-14 / 22-45 gold by tier.
  • A wild kon leaves what it was made of - seeds, mushrooms or berries - and now and then the part of it that grows: a Pumpikon Ember, Mushikon Spore or Akon Kernel, for keeping until somebody works out what to do with one.

Daily goals

Quest boards now stand in the world: one in the village, one in the Mage’s Guild plaza, and wall boards for the inns. Right-click to read the day’s notices.

  • Three notices a day per board, paying 600 to 2,500 gold by how much they ask. Sell 64 logs, spend ten minutes in a calm link, sell a relic, burn 32 Soul Dust, clear phase 20 in the arena, kill 50 hostiles, mine 128 ore, catch 10 fish, ride 5 jump pads, trade with 3 vendors, and more.
  • The Guild’s board has its own notices: cast 50 workings, put down 10 of Purgatory Isle’s dead, kill 15 in the hunting room, summon 5 servants, bind a working.
  • You have to read the board first. Only what you do after reading a notice counts toward it. Finish one and the action bar tells you; come back to a board of the same pool to collect.
  • Boards turn over at 03:00 UTC, and show how long is left.

Quest veils

A quest can now keep you to its ground until it is done. The first is the Guild induction: from the end of the cinematic until Fern takes the ledger, the plaza, library and hunting room are yours and nothing past them. The edge pushes back gently and says why; ender pearls and chorus fruit out are refused. Beyond it stand three layers of slow drifting mist, each denser than the last, which lift the moment the quest is done.

Cosmetics and decor

  • Guild furniture: thirty-seven pieces of the magic school set - beds, benches, tables, bookcases, a cauldron that simmers, candelabra that glow, grimoires, scrolls, and paintings whose subjects move - sold in the hall by the Guild Furnisher and the Guild Archivist, and bought back at the usual quarter.
  • Anomalies: four ambient pieces - a floating crystal, a crystal cluster, a rune ring and an anomaly - that hover, turn and breathe on their own, lit from within, colliding with nothing. Placed by the Guild rather than sold. Carter, who keeps them, has nothing to say to you but hello.
  • Jump pads, once Pell will sell you one, at 1,000 gold each.
  • PetalMC Logo Sign: a placeable, double-sided decoration using the pink blossom logo, six blocks wide.
  • Dense Soul Dust has a new icon - a packed heap of grains rather than a scatter - so it reads as dense next to the loose kind.

Gear

Ten new blades, levels 27 to 47. The stretch above the mineral swords was bare - nothing at all between 41 and 47 - so there is now a rare or epic blade every few levels through it, each modelled in three dimensions rather than painted flat: Orc Cleaver (27, weakens), Ruby Saber (31, fast, drinks), Verdant Edge (37, poisons and fells trees), Twilight’s Edge (39, blinds and slows), Sword of the Raven (41, withers, and its kills turn up valuables), Torrential Blade (42, drowns the footing), Fairy Greatsword (43, huge and slow, lifts what it hits), Solstice (44, sets alight), Angel Sword (45, returns a heart and a half) and Soulreaver (47, takes back two hearts and withers). The Guild Bladewright keeps the five arcane ones on a counter in the hall from 2,600 to 9,000 gold; the other five are found rather than bought.

Adept staves.

  • Mage’s Guild Issue Staff I–III (levels 12/22/32), upgraded by the Enchantress.
  • Nature staves, legendary: Cherry Blossom (adaptive), Red Mushroom (trickery), Lush (healing), Sunflower (sorcery). Tier I drops from the mythical pool and four Enchantress tiers carry them to level 48, with cooldown floors falling by tier. Stronger than Guild issue from tier I.
  • The Novice and Adept staves from Anastasia sit just above the Guild’s issue staff and between its second and third.

Sage armour tier IV (level 50, mythical): all three school sets now upgrade past tier III at the Enchantress for 6,000 gold, adding +25 school potency and +4 max health per piece. Tiers I–III now carry school potency too, at +10/+15/+20 per piece.

Verdant Archangel. The Enchantress upgrades each Archangel piece with a Verdant Heart, Spire or Star and 5,000 gold into green level 50 legendary gear. Helm, cuirass, greaves and boots go to 6/13/11/6 armour with 6 toughness each and more health; the wings gain 8 armour and 6 toughness; all seven pieces add +10 adaptive potency. The sword reaches 42 damage at 1.5 attack speed with a 45% chance to steal three hearts, and the spear 52 damage with a 45% chance of nine-second Wither II.

Verdant relics. The Heart, the Spire and the Star fall one in a thousand from the floors below the Bleeding Earth, and each has a 10% chance from Verdant Warren’s buried caches, Aether Reach’s completed gate reward and Drowned Observatory salvage.

Progression

  • Level cap raised 40 → 50. The road from 40 to 50 costs more XP than the whole road to 40 did.
  • Skills - woodcutting, prospecting, survival - and expedition and gear scaling now top out at level 50 instead of 40: the same maximum values, reached ten levels later.

Clans

  • Clans can hold a 4th extension - five claims in total, counting the founding claim. It costs 40,000 gold, continuing the doubling ladder.
  • Claims can no longer be staked in worlds that do not last. Expeditions, arenas and pockets refuse the clan structure now, instead of swallowing the formation cost into a claim that vanishes with the run.

Smaller things

  • New players start with 200 gold (was 50) - enough for tools from the Survival Centre and an expedition or two.
  • No more starter map. A first arrival is pointed at the Porter instead, with the website a click away. Sylphy still hands out a Village Guide to anyone who asks her for one.
  • Quests that hand you something now check you have a free slot first. A full pack gets a sound and a plain line, and the quest waits until you make room.
  • Every quest hand-in plays its own completion sting, and a working taught by a quest plays a learned sting a beat after it.
  • The quest sidebar no longer loses the progress count off the edge of a long objective: the label is shortened instead, so “3/10” always shows.

Fixes

  • Everything a link spawns pays out now. Ruins acolytes, roster mobs, link bosses and the Observatory’s defenders were dropping no gold, no nuggets and nothing at all from the loot tiers - Soul Dust included - because the game could not tell them apart from an egg-spawned mob. Expedition kills now earn the way dungeon, arena and Abyss kills always have.
  • Beehives and bee nests inside a clan claim fill with honey again. Claim protection was cancelling the bees’ delivery, so a hive on claimed land sat at zero forever no matter how long the bees worked.
  • Ordinary custom mobs no longer float their name through walls - the name shows under your crosshair, the vanilla way. Bosses still announce themselves.
  • Named custom mobs no longer pay gold twice; their own named reward is the whole payout.

For operators

  • /petal spell grant|revoke|list|dust - spell knowledge and test reagents.

As ever: report anything odd, and mind the walls in unfamiliar rooms.