Petelgeuse rework and remodel. He now spawns at a tall cave/rock structure. These appear in most forest types. For some reason, they tended to spawn near Regulus mansions for me. He now has 3 phases. His first phase is his normal self. This phase is roughly the same strength if not a bit stronger than originally. His hands will continuously be respawned as he loses them, and he keeps 10 active at a time. This makes the fight consistently difficult.
Killing this version of him brings him to his second phase. He has 10 "Fingers" that appear as Witch Cultist mobs. They will spawn nearby, and each Finger you defeat will spawn the next Finger. Each finger has one Unseen Hand under their control. I may increase their max hand count by public release if they feel too weak.
After all 10 are defeated, you move on to the final and most difficult phase. Petelgeuse will appear as his monstrous form with his Unseen Hands acting as legs to chase you. Defeating this form will finally award you with his loot. In addition, if you don't have Sloth yet and have a different authority, you will get a free spin for Sloth. Eventually, perhaps even by public release, I can do this for every implemented archbishop.
Hakugei rework and remodel. Hakugei no longer spawns naturally. Instead, it must be summoned using "Mysterious Metia" which is Subaru's Cell Phone. You can get it from defeating him. The phone will play its ringtone, then the whale will spawn above you. It now has more robust AI, swooping down to attack, then going back into the air to let the mist or its clones to take care of you. It has multiple texture phases, which show how damaged the whale is. It was also given more HP and damage to catch it up to recent power scaling changes.
Subaru mob added. He drops his phone on death, and can be a subordinate for Little King or just an NPC.
Guiltylowe and Wolgarm rework and remodel. They are given the current mob art style I've changed to. In addition, their damaging mechanics and Wolgarm's curse were optimized and improved. It should feel less weird now, and you will no longer be cursed even if you never got damaged.
Divine Protection acquiring changes. You are now given a new DP if you have the one rolled at the Offering Altar. In addition, you can only spawn with 2 Divine Protections max. Upon spawning, a message will be sent to the player if they acquired a Divine Protection.
Spirit changes. Spirit contracts are now only available to a player with Spirit Affinity. Elves have a higher chance to have this affinity. 30% chance for all others, 70% for elves.
Spirit Gathering rework. Spirit Gathering is now a legendary DP, due to some additions. Spirits in the area will flock around the player, and it unlocks Spirit Affinity.
New Divine Protection, Spirit Healing. This is a common DP that will allow a spirit to heal a player upon contact.
Command system rework for ease of use with commands, and gaining more control. Additionally, a debug option was added, mostly for me, but may help figuring out bugs by players who experience them. Debug will log some events to the console.
Clairvoyance finishing touches. Clairvoyance now makes the screen red, and will not set you to survival if you were in creative mode.
Curse effect rework. Will drain your mana, and kill you if you run out. The more you are attacked by a Wolgarm, the more potent the effect and the more mana will be drained.
10 new Authority Tree Advancements
Various bug fixes, including but not limited to: Capella spawning, Jiwald crash, Dual Mind not working, I think some swordsmanship bugs, some mobs not spawning, race command...

Magic, Authorities, Divine Protections, Characters and more, all in one Re:Zero mod.