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|This page documents feature(s) that are no longer part of the mod.|
|These features only existed in outdated versions of Advent of Ascension.|
The following article lists all of the removed features in the mod. These were features that existed at one point but were removed later.
- 1 Removed entities
- 2 Removed blocks
- 3 Removed items
- 3.1 Portal blueprints and portals
- 3.2 Cannon dust
- 3.3 Upgradable swords
- 3.4 Beginner swords
- 3.5 Demonic weapons
- 3.6 Demonic armor
- 3.7 Thermal armor
- 3.8 Calefaction armor
- 3.9 Hermetism armor
- 3.10 Vulcanism armor
- 3.11 Elemental arrow
- 3.12 Formation Staff
- 3.13 Blood accumulator
- 3.14 Weapon-specific lottery totems
- 3.15 Animal Blasters
- 3.16 Sound Cannons
- 4 Skills and resource systems
- 5 Other removed features
Removed entities[edit | edit source]
Skill Masters[edit | edit source]
Main article: Skill Master
Some skills with Skill Masters in the mod have been scrapped since their conception. As a result, their corresponding Skill Masters were also scrapped.
Hermetism Master[edit | edit source]
The Hermetism Master was added in 2.4, although Hermetism itself was never implemented. Like the other skill masters, it sold its artistry armor, Hermetism Armor, for one Lunaver Coin per piece. With the release of 3.0, Scimiguy confirmed that Hermetism had been scrapped, and the Hermetism Master was excluded from the port. Whether or not it was removed prior to that is unknown.
Vulcanism Master[edit | edit source]
The Vulcanism Master was added in 2.4. Like the other skill masters, it sold its artistry armor, Vulcanism Armor, for one Lunaver Coin per piece. The Vulcanism skill was removed in 3.1, and the Vulcanism Master along with it.
Soul Agent[edit | edit source]
See also: Undead Herald
The Soul Agent was an NPC that sold Fragmented Anima Stones for Copper Coins at a rate of 25 coins to 1 fragmented stone. In 3.2, the Soul Agent as it had been was removed. It was repurposed into the Undead Herald, which has the same appearance, but a different name and purpose.
Removed blocks[edit | edit source]
Campfire[edit | edit source]
The Campfire was a utility block that was added in 2.0. Campfires were tied into the Thermal Bar mechanic and were usable as a heat source. In 2.4 temperature mechanics were entirely removed, and Campfires were repurposed into healing blocks that would passively heal nearby players for 2 (×1) every three seconds.
They were removed in 3.0.
Celevus Planks and Shroom Planks[edit | edit source]
Celevus Planks and Shroom Planks are types of wood planks that existed in the mod at one point before being removed.
Shroom Planks were added in version 2.0 of the mod, while Celevus Planks were added in 2.4. Celevus Planks were crafted from Celeve Stems while Shroom Planks were crafted out of the Mushroom blocks in Mysterium. There were five different colors of shroom planks, one for each mushroom color in Mysterium.
Celevus Planks and Shroom Planks otherwise shared all the same properties as the other wood planks in the mod.
They were removed in an unknown version due to realism and consistency issues with making planks from stems and mushrooms.
Removed items[edit | edit source]
Portal blueprints and portals[edit | edit source]
Prior to version 2.0, there was a different way to get to dimensions instead of the Ancient Teleporter. Portals to the dimensions would instead spawn naturally in the world. These portals could then be recreated elsewhere by using special blueprints, which were then dropped off of the rare mobs in the dimensions.
- The Haven portal spawned high in the sky above Extreme Hills biomes in the Overworld.
- The Abyss portal spawned in the Nether.
- The Precasia portal spawned underground in Jungle biomes in the Overworld.
- The Mysterium portal spawned in Taiga biomes in the Overworld.
- The Iromine portal spawned in the Deeplands.
- The Deeplands portal spawned underground in the Overworld.
- The Gardencia portal spawned in Precasia.
- The L'Borean portal spawned in Gardencia.
- The Barathos portal spawned in Runandor.
- The Dustopia portal spawned in Greckon.
- The Vox Ponds portal spawned in Gardencia.
Lunalus also had a blueprint, and there were two blueprints for the Greckon/Runandor portal.
Cannon dust[edit | edit source]
In version 1.0, cannons required different kinds of dust as ammunition in order to be fired. One such example is "Darkstone Dust" (see image right). These dusts were removed and replaced with Cannonballs and Grenades.
Upgradable swords[edit | edit source]
In version 1.0, there existed three swords that were the result of upgrading a sword with an Upgrade Kit. These include the Ancient Crystallite Sword, Precasian Bloodstone Sword, and Skeletal Nether Sword. These swords behaved exactly the same as their un-upgraded counterparts, they only looked visually different.
Beginner swords[edit | edit source]
Several "beginner" swords and greatblades were added in the 2.5 Snapshot. The new developer has since confirmed they are not coming back mainly due to balancing issues.
For documentation purposes, the weapons and their stats are listed here.
|Diamondhead Sword||17 (×8.5)||2% chance to fully heal player on hit|
|Divinity Sword||9 (×4.5)||Kept on death by default|
|Slowstone Sword||7 (×3.5)||Quintuple damage to slowed enemies|
|Terrestrial Sword||9 (×4.5)||6 (×3) damage to nearby mobs|
|Witherstone Sword||7 (×3.5)||Quintuple damage to withering enemies|
|Burnblade||6 (×3)||Quadruple damage to mobs on fire|
|Slowstone Greatblade||8 (×4)||Quadruple damage to slowed enemies|
|Terrestrial Greatblade||7 (×3.5)||6 (×3) damage to nearby mobs|
|Witherstone Greatblade||7 (×3.5)||Quadruple damage to withering enemies|
Demonic weapons[edit | edit source]
The Demon Bow and Demonic Destroyer were added in 1.1, presumably as a teaser for the "Angels and Demons" update. They were removed in version 2.0. The Angels and Demons update was eventually scrapped, and Scimiguy does not wish to comment on whether or not these items will make a return.
|Demon Bow||15 (×7.5)||Increases damage over range|
|Demonic Destroyer||24 (×12)||Metal Pellet||Fast||Strong knockback|
Demonic armor[edit | edit source]
It was removed in 2.0 since Demonic Warriors weren't added, and will likely not return.
Thermal armor[edit | edit source]
See also: Battleborn Armor
Thermal Armor was an armor added in the 2.0 update. When a full set was worn, it would cause the player's Vitality bar to go up, preventing freezing to death from happening. When the temperature system and Vitality were completely removed, the armor no longer had a use and was changed to Battleborn Armor.
The Thermal Armor was crafted out of Blazium Ingots and Rosite Ingots, which became the Battleborn Armor's recipe.
Calefaction armor[edit | edit source]
Calefaction Armor was the artistry armor set for the Calefaction skill, added in the 2.1 update. When a full set was worn, it would allow the player to get critical hits (provided by Vitality at the time) with ranged attacks. It was removed when Calefaction was removed, its former id being taken up by Extraction Armor.
Hermetism armor[edit | edit source]
Hermetism Armor was the artistry armor set for the Hermetism skill. The skill and set were added in 2.4, but they were in unimplemented states. Like all artistry armors, it required Level 100 in its skill to wear. However, Hermetism was never implemented, and was never trainable, so despite being purchasable this armor could not be worn without usage of an NBT editor as aoaskill did not exist at the time. Furthermore, despite the tooltip, the full set ability was unimplemented.
Hermetism was scrapped in 3.0, and Hermetism Armor was excluded from the port.
Vulcanism armor[edit | edit source]
Vulcanism Armor was the artistry armor set for the Vulcanism skill. Both the skill and the set were added in 2.4. Like all artistry armors, it required Level 100 in its skill to wear. Vulcanism as a skill was scrapped in 3.1, so as a result, the Vulcanism Armor was removed.
Elemental arrow[edit | edit source]
See also: Holly Arrow
Elemental Arrows were the name of the arrows used to fire bows and archerguns in early versions of the mod. By version 2.3, they were retextured and renamed to Holly Arrows.
Formation Staff[edit | edit source]
Upon use, the staff will immediately create a 12x12 cube of air around the player. The area of effect is always semi-centered around the player, meaning the center of the cube is a short distance behind, and to the left of, the player. If used, the staff will create space three blocks in-front of the player, seven blocks to the left, eight blocks behind, and four blocks to the right of the player, as well as four blocks below and six above the player.
The coordinates of the player are used as reference always, so the direction the player is facing is completely irrelevant to the space that is created.
The Formation Staff could break Bedrock, but would fail to work in the Ancient Cavern and Immortallis. The Formation Staff, along with its totem, were removed in 3.0 due to the item's immense griefing potential.
Blood accumulator[edit | edit source]
The Blood Accumulator was an item used collect Bloodlusts to train Butchery. With 3.2, Bloodlusts no longer required an item to collect, being collected automatically on contact with the player. As such, the Blood Accumulator was removed.
Weapon-specific lottery totems[edit | edit source]
Prior to 3.2, several weapons were considered "lottery weapons". These weapons at the time were each linked to specific totems, and were the sole weapons to be repaired with Magic Repair Dust (as opposed to Rosite Ingots, the then-universal repairing agent). Lottomen outside of the Overworld would sell two of these depending on which dimension they were in. They costed 10 tokens for 1 totem, but 75 tokens could also be traded for 10 totems to reward saving to buy in bulk.
All totems had the same odds. The prizes for the totems were as follows.
The Formation Staff was removed in 3.0, and the Formation Staff Totem was removed with it.
In 3.2, the remaining totems were removed and replaced with a singular Lotto Totem shared between all Lottomen. The concept of "lottery weapons" was removed as a whole. The lottery weapons were redistributed along with all of the other weapons, and Magic Repair Dust became the universal repairing agent.
Click "Expand" for a list of all totems that were in the mod prior to 3.2.
Animal Blasters[edit | edit source]
Animal Blasters were lottery weapons found in Mysterium. When an Animal Blaster Totem was a winner, one of eight Animal Blasters would be randomly selected. All Animal Blasters were identical in stats and function, only differing in appearance.
Animal Blasters were removed in 3.2 due to being out-of-place.
The different Animal Blasters were:
Sound Cannons[edit | edit source]
Sound Cannons were lottery weapons found in Mysterium. When a Sound Cannon Totem was a winner, one of five Sound Cannons would be randomly selected. All Sound Cannons were identical in stats and function, only differing in appearance and sound.
Sound Cannons were removed in 3.2 due to being out-of-place.
The different Sound Cannons were:
Skills and resource systems[edit | edit source]
Ancient Power[edit | edit source]
Ancient Power was the precursor to Energy. For the most part it was functionally identical to Energy, but it was also used as ammunition for Staves before Runes were added. Ancient Power was renamed to Energy, and restylized, around version 1.1 of the mod.
Calefaction skill[edit | edit source]
Main article: Calefaction
Thermal Bar[edit | edit source]
Vitality[edit | edit source]
Vitality is a removed resource system that was added in 2.1. It was a replacement and reuse of the aforementioned Thermal Bar. Instead of causing freezing to death when left unchecked with no benefits for keeping it full, it instead offered critical hits as a benefit without drawbacks for keeping it empty.
Vitality served as a temperature and critical hit system. The temperature aspect involved the bar going up/down depending on the temperature of the surrounding environment. If the player was in a warm biome, consumed Tea, or stood next to a torch, lava, fire, campfire or life lamp (previously called heat lamp), the bar would go up until it reached the top of the meter. If these conditions were not met, the bar would gradually drop until it reached the bottom of the meter. The critical hit aspect of Vitality worked in conjunction with the Calefaction skill. The higher the player's Vitality bar, the more damage a critical hit would do.
Other removed features[edit | edit source]
Freezing to death[edit | edit source]
Freezing to death was a game mechanic accompanied with the Thermal Bar. Whenever the temperature meter dropped to zero, a screen effect that resembled ice would be placed on the player's screen and the message "You need to warm up!" would be displayed in the chat. The player would also slowly lose health while this was occurring. The only way to stop it is to engage in activities that would increase the Thermal Bar, including consuming Tea, standing near a campfire, or by wearing a full set of Thermal Armor.
The Thermal Bar, and thus this mechanic, was removed shortly after its implementation due to its unpopularity.
Dimension Gen[edit | edit source]
Mysterium was more mountainous, with gigantic ravines going down (much like Overworld ravines). The older gen also had caves. The dimension was more natural than the current chunky generation. Was changed in 2.3.
- Random Mystite Lamps could also be found generating around the dimension in 1.0 but were removed in the next update.
The Haven's gen was changed 3 times.
- In 1.0 grass was lime green and the dirt was brown. Islands were also smaller and closer to the void.
- In 1.1 to 2.3 the color of the grass was changed to cyan blue. Islands also got bigger.
- In 2.4 the color of the dirt was changed to purple.
Unique skill master guis[edit | edit source]
keepAllInventory and keepNoInventory[edit | edit source]
In 2.2, the gamerules
keepNoInventory were implemented. They were supposed to be used with a new Augury-based death system due to the then-developer having issues getting it to work with
keepInventory. As a result, these gamerules were created to override
keepAllInventory was to function as
keepInventory normally did (keep all items on death) and
keepNoInventory would stop the death system from functioning.
However, the death system was unimplemented and although these gamerules remained, the only on-death change added was the Intervention enchantment.
In Tslat 1.1, these gamerules were removed, and
keepInventory became functional again.
Damage limitation[edit | edit source]
In 2.3.10, a damage limitation was added in order to reduce the impact of overpowered weapons added by third-party mods that were popular at the time. It was listed as limiting all damage to AoA mobs using non-AoA weapons, and could be disabled with a configuration option. However, the damage limitation that was implemented was inconsistent with this. It limited all damage, including that of AoA weapons, and that of non-AoA weapons used on non-AoA mobs.
It was removed in an unknown Tslat version due to its inaccuracy and unpopularity.
Elytra nerf[edit | edit source]
Starting in 3.0, when the player used the elytra in any dimension (not just dimensions added by the mod), the elytra would degrade significantly faster than normal. The Unbreaking enchantment could slow this faster degrade.
This was removed in 3.2, presumably due to being confusing and generally unpopular.