Finally a use for the mana bar! You can learn spells from books, and cast them at your unwitting foes.
Chapter 65 allows items to affect your attributes, and status effects to do the same. Demonstrated with a new effect: hungover.
Chapter 63 introduces a whole new effects system, designed to make it easy to fire effects from anywhere in the game - and to attach them via data to your item JSON definitions.
Chapter 62 introduces obfuscated names for magical items, hiding their nature until you try them out.
Chapter 51 differentiates equipment, giving you the ability to add item-based progress to the game. Arms and armor are included.
Chapter 46 expands upon the previous Data-Driven work by also making entity spawning driven by your JSON files. So now you can quickly build new monsters, items and props - and decide where they spawn without editing your Rust code.
Chapter 45 introduces data driven design - define your entities in a JSON file, to make it easy to update the game as you go.