Realmers!
This week’s testing is all about quality of life changes and adjustments to a lot of different items. You will find nerfs and buffs for several different items. Feel free to leave feedback in the appropriate channels. Additionally, you can have a look at the first draft of the Battle Pass Season 5 and Missions! We also bring some changes to the Seasonal Item Forge.
You will be able to purchase the reworked Items in our Shop on Testing. Please keep in mind that both the Battle Pass and Missions have placeholders in them.
We will change the seasons during the weekend in order to test the Seasonal Vault Expansion and Forge changes.
Seasonal Item Forge
For the next update, we are changing the rules of Item Forge regarding Seasonal characters. We have heard your feedback and suggestions (thank you very much!) and we have decided to act on it. You can now read the changes that will apply to Item Forge when you play with a Seasonal character.
End-of-season reset
- This rule stays; at the end of a season, the Item Forge resets completely for Seasonal Characters.
Using Blueprints
- If you use a Blueprint with a Seasonal Character, it will unlock the item in both the seasonal and the regular Item Forge!
- However, be wary that this does not happen the other way around: if you acquire and use a Blueprint with a regular character, it will only unlock items in the regular Item Forge.
- The final effect achieved with this is that Blueprints acquired with your Seasonal Character will contribute to both your seasonal and regular progression, while Blueprints used with a regular character won’t ever affect your seasonal progression, which would defeat the purpose of seasonality, specially at the beginning of new seasons.
Transferring Blueprints to regular Vault
- If you have Blueprints you haven’t used in your seasonal Vault, they will be transferred to the regular Vault alongside all your other items, same as now.
- However, we have added an extra restriction that forbids a Blueprint to be carried when converting a Seasonal Character into a regular one mid-season, using the NPC in the Nexus.
- In practical terms, this shouldn’t be a problem because if you get a Blueprint you’d like the recipe for in both Item Forges, simply use it with your Seasonal Character and it will unlock the item in both as per the rule we mentioned before.
- The reason this restriction exists has to do with our future plans for seasonality and allows us to, potentially in the future, create Blueprints and other items that create a different metagame and rewards for Seasonal mode but are ultimately transferred back to regular mode after the season ends.
Seasonal Vault Expansion
We heard a lot of feedback regarding the Seasonal Vault. We have decided to add an Expansion that will unlock 8 slots in your seasonal vault. At the end of the season, the seasonal vault will reset back to its original slots but you will automatically unlock your purchased slots in your non-seasonal vault.
Repeatable Missions
We are also going to introduce a new addition to the Seasonal Missions feature. From now on some of our Missions will be repeatable. This means once you have completed them, you will be able to complete them again and again. They are limited by a cooldown. Once completed, you can still move forward and complete the next mission in the chain.
The reset for the repeatable missions is not affected by server restarts or certain set times. They will reset depending on when you completed them. For this session, we have reduced the cooldown times so that everyone can test them out.
Please keep in mind that the Missions for this Testing Session have placeholders in them. The same goes for the Battle Pass.
In the screenshot, you can see that we are also introducing new dungeon ranges to the missions. This should make it easier for you to complete the missions without having to look for a limited amount of dungeons.
Battle Pass
We will have a Battle Pass active during Testing. Please keep in mind that the Skins, Cloths and Titles are currently still placeholders. The other items are fix and we would like to hear your feedback about them.
Steamworks Encounter and Item Changes
Encounter
We are testing the following changes to the train encounter to try and speed it up:
-HP: 140 000 – > 110 000
-4 Turrets instead of 8
-Only one turret phase instead which will be random of the three
-Once per realm max
Steamworks Item Changes
We are also trying new concepts for the Steam Pipe and Kogbold Cower Shield so check them out and let us know what you think.
-Steam Pipe now shoots 4 shots which slow down and you do higher damage the closer you are to the target
-Cower Shield is now a group defense buff
QoL Changes
-Tomb life drops are now a minimum of 3 up from 1
-Void potion drops now up to a minimum of 4 from 1 and general drops increased
-Mana drop chance in ocean trench increased and minimum increased to 3 from 2
-Reduced room count in Mad Lab, Ocean Trench, and Parasite Chambers by 2
-Increased drop rate of Puppet Theater, Mad Lab, Cursed library, and Magic Woods from godlands enemies
-Megamoth Now flashes before going into its dash attack
-Slightly reduced mountain temple enemy spawns
-Anti-Grief added to Horrific Creation
-Golden Sphinx is now only armored while in the gas not invulnerable
-Agonized Titan now remains visible on the map after the spirits have vanished
-Swarm spiders now have a delay before firing and the lowest tier of spiders have had their damage cut in half
-Calamity and commotion crabs will now drop patches of sand on death to make looting safer
-Steamworks, Wetlands, and subweapon UT Blueprints now drop
– 3 objects have been added to the guild hall to help with testing player damage. Write “dps” to Guill for an explanation!
-The following Setpiece Heroes now respawn if no players are nearby
Great Coil Snake after 4 minutes
Kage Kami after 6 minutes
Scout Colony after 10 minutes
Wetlands
-Removed the healing phase for the Warped Ent Ancient
-Reduced chase speed of the Thorned Drake
-Lowered HP on Sulfuric Centipede from 6500 –> 4000 and lower it’s DEF from 20 –> 10
-Removed slowed from Bog Guardian projectiles and increase the exposed duration to 3 seconds up from 1
-Lower damage on both Twisted Thornbush shots from 75 to 65 -Increased the cooldown on the Cobalt Wretched Rose’s shots from 1.4 to 1.8 second
-Increased the cooldown and throwtime on the grenade from the Cobalt Wretched Rose from 1 to 1.4 seconds
-Lowered the sicken on the Viridian Wretched Rose from 4 to 2.5 seconds
-Lowered the DEF on the Grand Dragonfly from 15 to 10
Third Dimension
-Side branch length reduced by 1
-Reduced all dungeon minion slow durations from 2 to 1.4 seconds
-Square elemental slow and silence duration reduced from 4 to 2
Balance Changes
There are a lot of balance changes this time around so we have included a summary to scroll through with more detailed information and designer notes further below. In the following summary a + indicates a buff, a – a nerf, and = some other kind of change.
Summary:
Classes
+ Archer gains 5 speed
+Huntress Att and Dex changed to 65/60
Abilities
Quivers
+All quivers gain significantly increased damage
Traps
+All Traps gain slightly increased Damage
+Vile trap now lasts less time but curses briefly
+Honeytomb snare lasts longer
Stars
+All Stars gain Significantly Increased Damage
+Star of enlightenment now grants 5 passive dex
Skulls
-All skulls have had their healing Radius lowered
+All skulls have had their base damage and wisdom scaling increased
=Demon lord’s Skull now always spawns minions, but minion damage lowered
=Cubic cranium cooldown halved but minion damage lowered
Cloaks
+Bloody cloak passive stats increased and now has -spd instead of slowed
+Cloak of cubic enigma has a larger explosion radius
+Ghastly Drape paralyzes for longer but its shots do not travel as far
+Vampiric cape costs less mp and grants the healing effect on use
Wakizashis
=Fractured gemstone wakizashi reworked to now use summons that fire bursts of projectiles as they rotate
+Wakizashi of the crossing fires mp cost reduced and given a slightly improved firing angle
Spells
-Penetrating blast spell mana cost increased
-Recurring Terror spell mana cost increased
+Slurpian sea scroll mana cost decreased and speed duration increased
Tomes
-Tome of the mushroom tribes mp cost increased and healing lowered, player count healed increased
+Tome of holy protection mana cost decreased
+Necronomicon vitality penalty removed and damage increased
+Tome of Pain mana cost reduced and damage increased
Shields
-Crystal shield now grants armored instead of invulnerable, speed penalty reduced, mp cost reduced, passive def added, new on-hit retaliation proc
+Spiteful scutum damage and passive stats increased
+Sunken buckler mana cost decreased
+Snakeskin shield speed increased
Lutes
+Snake Charmer Pungi cooldown removed
Helmets
+Vanguard Visage mana cost decreased and damage increased
Maces
=Hivemind mace rotation speed fixed
Weapons
Wands
-Lumiarie Damage nerfed
-Souls guidance soul damage nerfed
+Wand of the fallen damage increased
+Crystal wand damage increased
+St abraham’s wand now multihits
Daggers
-Corruption cutter damage decreased
+Symbiotic ripper damage increased
Swords
+Crystal sword damage increased
+Ancient stone sword damage increased
+Indomptable range and damage increased
+Fallen one’s blade damage increased
+Davlar’s Battleaxe damage increased
Katanas
+Quartz cutter arc gap decreased
+Saif of the deep arc gap decreased and projectile speed increased
=Tiered tachi damage/firerate readjusted to scale better with def
=Burial blades fire pattern changed and gimmick removed
Armors
+Protective matrix proc threshold increased and cooldown decreased
Robes
-Vesture of Duality speed decreased
=Diplomatic robe proc changed to on ability from on hit
+Chasuble of holy light stats changed
+Woodland robe stats changed
+Robe of the tlatoani mp increased
+Tlatoani’s shroud wis increased
-Robe of the Mad Scientist wis/vit and mana reduction decreased
+Esben’s Shaman attire proc chance increased, def reduced, hp and attack increased
=Toga picta attack increased, dexterity decreased
Leather Armor
+Snakeskin armor speed increased
+Armor of nil def increased, speed further decreased
+Rags of the host def increased, vit further decreased
=Hallowed hide stats changed, proc changed from healing to instant health restore
+Mantle of skuld wis and mp increased
Heavy
-Royal Guards Cuirass proc nerfed
+Zaarvox’s heart speed increased
+Fire dragon battle armor speed and vit increased, proc cooldown reduced
+Chainmail body armor speed increased
Rings
+Crystalized mist proc threshold reduced and cooldown reduced
+Fairy ring stats increased, new proc added
+Spider’s eye ring stats increased proc radius increased
+Snake eye ring xp bonus added
+Amulet of Dispersion stats increased
+Crystal bone ring stats increased, new proc added
+Coral ring gains minor mp cost reduction
+Captain’s ring hp increased
+Ring of divine faith gains hp and mp
Killbilly set
+Sword buffed
+Helmet def buffed
-Armor proc cooldown increased
-Set bonuses changed lowering the attack gained from earlier parts
Detailed Changes:
Archer 
50 Speed -> 55 Speed
Quivers
Tier | Old Damage | New Damage |
---|---|---|
T0 | 60-100(80) | 80-120(100) |
T1 | 100-140(120) | 140-180(160) |
T2 | 140-180(160) | 220-260(240) |
T3 | 180-220(200) | 340-400(370) |
T4 | 200-280(240) | 440-540(490) |
T5 | 250-310(280) | 560-660(610) |
T6 | 290-350(320) | 675-775(730) |
T7 | 330-390(360) | 800-900(850) |
Cocoon Quiver 
Damage: 120-200 -> 150-250
Mad Javelin 
Damage: 800-1300 -> 1150-1650
Q.U.I.V.E.R. 
Damage: 650-750 -> 950-1150
Beehemoth Quiver 



Damage: 180-260 -> 300-420
Quiver of Thunder 


Damage: 310-360 -> 925-1125
Quiver of the Shadows 
Shots: 5 -> 6
Arc Gap: 5 -> 4
Huntsman’s Volley 
Main shot damage: 200-250 -> 450-500
Additional Shots Damage: 75-100 -> 100-130
Quiver of Shrieking Specters 

Damage: 85-130 -> 100-150
Embellished Quiver 
Shot 1 Damage: 250 -> 325
Shot 2 Damage: 150 -> 225
Shot 3 Damage: 100 -> 175
Huntress
75 Attack -> 65 Attack
50 Dexterity -> 60 Dexterity
Designer note: This results in a moderate dps increase at all defense levels despite being the same total dps stats
Traps
Tier | Old Damage | New Damage |
---|---|---|
T0 | 60 | 75 |
T1 | 95 | 115 |
T2 | 140 | 165 |
T3 | 200 | 230 |
T4 | 260 | 295 |
T5 | 300 | 340 |
T6 | 350 | 395 |
T7 | 400 | 450 |
Coral Venom Trap 
Damage: 350 -> 400
Dex: 2 -> 3
Spd: 2 -> 3
Trap of the Vile Spirit 

Damage:800 -> 900
Duration: 10 -> 6 seconds
Effect: Curse for 2 seconds
Blacklight Artifice 
Damage: 700 -> 800
Sulfuric Stone 
Bubble Damage: 750 -> 850
Honeytomb Snare 
Duration: 6 -> 7 seconds
Stars
Tier | Old Damage | New Damage |
T0 | 100-200(150) | 150-250(200) |
T1 | 175-275(225) | 250-350(300) |
T2 | 300-400(350) | 425-525(475) |
T3 | 400-500(450) | 625-725(675) |
T4 | 550-650(600) | 850-950(900) |
T5 | 700-800(750) | 1100-1200(1150) |
T6 | 850-950(900) | 1325-1425(1375) |
T7 | 1100-1200(1150) | 1575-1675(1625) |
Star of Enlightenment
+5 Dex
Damage: 1000-1500 -> 1500 -> 2000
Kageboshi 
Damage: 400-600 -> 500-700
Spider Shuriken 
Damage: 150-250 -> 300-500
Midnight Star 
Damage: 600-900 -> 1100-1300
Ballistic Star 
Damage: 400 -> 500
Hanagasaku 
Star damage: 400-600 -> 550-750
Bulb damage: 750-800 -> 1000-1100
Bulb explosion radius: 3 -> 3.5
Daybreak Chakram 
Damage: 720 – 1440 -> 950-1900
Crystalline Kunai 
Damage: 350 -> 450
Rage Claws 
Damage: 275-400 -> 350-450
Skulls
All skulls have had their heal radius reduced from 6 to 4 unless otherwise mentioned
Designer note: The previous base radius for healing on necromancers was very high, in this way we hope to reign necromancer in on group healing so it doesn’t step on priest’s toes as much. While necromancers healing has no diminishing value, it will be on a smaller area.
Tier | Old Damage | New Damage | Old scaling (per wis over 50) | New scaling (per wis over 50) |
---|---|---|---|---|
T0 | 35 | 55 | 1 | 2 |
T1 | 55 | 85 | 1.5 | 3 |
T2 | 80 | 120 | 2 | 4 |
T3 | 110 | 160 | 2.5 | 5 |
T4 | 140 | 200 | 3 | 6 |
T5 | 170 | 240 | 3.5 | 7 |
T6 | 180 | 260 | 4 | 8 |
T7 | 190 | 280 | 4.5 | 9 |
Cracked Crystal Skull 
Damage: 90 -> 140
Radius: 4.25 -> 4.5
Heal radius: 6 -> 5
Damage Scaling: 2.5 -> 5.5
Sealed Crystal Skull 
Damage: 130 -> 220
Damage Scaling: 3 -> 7.5
Heal Radius: 6 -> 5.5
Demon Lord’s Skull 
MP cost: 110 -> 120
Proc Chance: 70% -> 100%
Summon damage: 250 -> 200
Summon fire rate: 0.4 -> 0.6
Skullish Remains of Esben 
Damage: 160 -> 220
Damage Scaling: 3.2 -> 6
Perennial Cranium 
Damage: 100 -> 150
Damage Scaling: 4 -> 7
Plant Damage: 125 -> 150
Heal Radius: 6 -> 4.5
Skull of Endless Torment 
Damage: 120 -> 200
Damage Scaling: 5 -> 12
Skull of Corrupted Souls 
Damage: 100 -> 200
Radius: 2.25 -> 2.5
Damage Scaling: 5 -> 9
Heal Radius: 4.2 -> 3.5
Memento Mori 

Damage: 400 -> 500
Armor ignore: 400 -> 500
Cubic Frame 
Cooldown: 4 -> 2 seconds
Base Damage: 200 -> 175 (Still decays 25 every second)
Brain Cube
Damage Scaling: 7.5 -> 11
Base Damage: 350 -> 400
Explosion 1 Damage: 400-500 -> 500-600
Explosion 2 Damage: 350-450 -> 400-500
Cloaks
Cloak of Bloody Surprises 

On use effect: Slowed -> -50 Speed
Defense: 2 -> 4
Vitality: 2 -> 4
Cloak of Cubic Enigma 
Burst Radius: 3.5 -> 4.5 Tiles
Ghastly Drape 
Paralyze Duration: 1.6 -> 2 seconds
Nova range: 8.5 -> 6.5 tiles
Shot count: 10 -> 9 (this is intended as a buff as it now shoots at the cursor)
Vampiric Cape 
MP Cost: 120 -> 90
New Effect: Healing for 4 Seconds
Wakizashis
Fractured Gemstone Wakizashi 
Crystal stars are now summons that fire bursts of 8 projectiles as they orbit
Projectiles deal 250-300 damage and expose for 3 seconds
Summons have a delay before they first shoot so you cannot spellbomb with it
Summons orbit in a random direction and have small radius variability
Wakizashi of Crossing Fires 
MP cost: 100 -> 90
Offset angle: 75 -> 60
Spells
Penetrating blast spell 
MP cost: 65 -> 85
Recurring Terror Spell 
MP cost: 75 -> 80
Designer note: both of the above spells were significantly cheaper than most tiered spells and felt too efficient in mana for their effects; this increase in mana won’t decrease their power but will slightly decrease their spammability.
Slurpian Sea Scroll 
MP Cost 120 -> 110
Speed Boost duration: 2 second -> 3 seconds
Tomes
Tome of the Mushroom Tribes 
Mp cost: 80 -> 130
Healing per tick -> 120 -> 100
Max targets: 10 -> 15
Tooltip update: Range 6.5 -> 5 (Actual range unchanged, the tooltip was incorrect)
Designer note: The nerf to this tome is long overdue, it was ignored in the original vital combat tome nerf and has since become far and above the best healing option often able to outheal entire boss patterns on its own. Even with a large nerf this tome should still be very powerful, but not trivializing many fights it is in.
Tome of Holy Protection 

MP cost: 150 -> 130
Necronomicon 
Vitality: -5 -> 0
Damage: 100-200 -> 400-600
Tome of Pain 
MP cost: 120 -> 110
Damage: 500 -> 600
Shields
Crystal Shield 
Cooldown Removed
Defense: 0 -> 8
On hold effect: Invulnerable -> Armored
Speed penalty: -30 -> -15
Mp cost: 70/s -> 40/s
New: When hit while armored retaliate by firing the shield shot (eye effect)
Shield shot damage: 200-220 -> 300-400
Shield shots now pierce enemies and obstacles
Designer note: Unfortunate as it is, the original design of this shield has caused more problems than it was worth. Many bosses have had to have specific design considerations added in to prevent this one item from potentially trivializing phases. While we appreciate the risk/reward it brought for the knight user themselves, that same risk was not extended to the other players participating in the dungeon who got to benefit from the knight acting as a human decoy. We hope this new version can still promote some risk/reward gameplay or at least be useful as a defensive tool in phases where another knight shield would provide no benefit.
Spiteful Scutum 

Damage 400-600 -> 500-700
Attack: 2->4
Speed: 2->4
Sunken Buckler 
MP cost: 120 -> 100
Snake Skin Shield 
Speed:3->5
Lutes
Snake Charmer Pungi
Cooldown Removed
Helmets
Vanguard’s Visage 

Mp cost: 115 -> 100
Damage: 100 -> 150
Rehearsal version damage 80->100
Maces
Hivemind Mace 
Fixed rotation speed
Bee Projectile speed 5t/s -> 6.5 t/s
Xp bonus: 8% -> 7%
Scepters
Siege Scepter 
1 Shockblast dealing 150 damage +16 per def over 30
Shockblast radius 2 + 0.05 per def over 30
Shockblast Targets 2 + 1 per 10 def over 30
Tooltip fix: proc range 3.5 -> 4.5 (was incorrect)
Wands
Lumiaire
Damage: 90-110 -> 80-100
Designer note: Luminaire was designed with a staggeringly high damage output coupled with a pretty rough downside. As time went on however it was clear that the downside was not as hard to deal with as originally assumed. This wand out damages every other option by an insane amount and after this nerf it will still sit comfortably at the top, just with less of a gap below it.
Soul’s Guidance 
Soul Damage: 100 -> 200
Soul Poison Damage: 500 -> 0
Designer note: While rather unassuming this wand actually had an insane amount of damage output with the average amount of souls sustained. Though inconvenient to corral the souls to where you wanted, if you used this item well it would easily outclass every wand short of Lumiaire without any sort of gear investment. While this nerf is very steep it will now accurately reflect the level of content it comes from rather than substantially outclass it, and should still be a very solid dps option for builds that are not bringing attack or dexterity to the table.
Wand of the Fallen 

Damage: 200-235 -> 205-240
Crystal Wand 


Damage: 95-140 -> 105-150
St. Abraham’s Wand 
Shots gain Multihit
Daggers
Corruption Cutter 

Damage: 85-100 -> 85-90
Designer note: While similar to other dblade-esque items this one can be used from a much safer range and provides damage that can still outclass even the highest tiers of daggers. This nerf should bring it down a little bit and be more appropriate for its drop location.;
Symbiotic Ripper 
Damage: 110-165 -> 115-170
Swords
Crystal Sword 

Damage: 180-210 -> 195-225
Ancient Stone Sword 


Damage: 340-390 -> 350-400
Indomptable 
Range: 4 -> 4.5
Damage: 525-575 -> 550-600
Fallen One’s Blade 
Damage: 120-150 -> 125-150
Dalvar’s Battle Axe 
Damage: 200-210 -> 200-215
Katanas
Quartz Cutter 
Arc gap: 10 -> 8
Saif of the Deep
Projectile speed: 4 tiles/s -> 6 tiles/s
Arc gap: 9 -> 6
Tiered Tachis
Fire rate: 100%->95%
Damage increased to reach slightly higher maximum damage and scale better on defense with the fire rate reduction
Tier | Old Damage | New Damage |
T7 | 45-80 | 50-85 |
T8 | 55-90 | 60-95 |
T9 | 60-95 | 65-100 |
T10 | 65-100 | 70-105 |
T11 | 70-105 | 75-115 |
T12 | 75-110 | 80-120 |
T13 | 85-120 | 90-130 |
T14 | 95-125 | 100-135 |
Burial Blades 
Removed pattern swap mechanic
Fire pattern changed
Armors
Protective Matrixes

Proc HP threshold: 20% -> 30%
Proc cooldown: 240 seconds -> 90 seconds
Robes
Vesture of Duality 
Speed: +10 -> +5
Designer note: though this change may seem out of nowhere, it seemed appropriate to lower the status of this robe so it is not both the best dps robe and the best speed robe at the same time.
Diplomatic Robe 
On hit proc -> On ability Proc
Cooldown: 4 -> 8 seconds
Portal damage: 250 -> 125
Designer note: This change should make the proc of this robe actually something you seek to use and benefit from, the new portal appears on cursor rather than your current location which makes utilizing it much easier, as such the damage from the portal needed to be toned down a little.
Chasuble of Holy Light 
Max HP: 0 -> 20
Max MP: 50 -> 20
Wisdom: 4 -> 5
Vitality: 4 -> 5
Woodland Robe 
Defense: 5 -> 10
Dexterity: 3 -> 4
Max MP: 15 -> 0
Robe of the Tlatoani 
MaxMP: 45 -> 90
Tlatoani’s Shroud 
Wisdom: 10 -> 16
Robe of the Mad Scientist 
Wisdom: 7 -> 5
Vitality: 7 -> 5
MP Discount: 25% -> 20%
Esben’s Shaman Attire 
Proc chance: 10% -> 20%
Def: 11 -> 10
Max HP: 30 -> 60
Attack: 5 -> 6
Toga Picta 

Attack: 8 -> 10
Dexterity: -3 -> -4
Leather Armor
Snake Skin Armor 
Speed: 3 -> 4
Armor of Nil 
Defense: 26 -> 30
Speed: -3 -> -5
Rags of the Host 
Defense: 15 -> 17
Vitality: -2 -> -4
Hallowed Hide 
Defense: 15 -> 13
Max HP: 0 -> 30
Proc: While wearing rosary when hit below 50% [gain the healing effect for 5 seconds -> instantly heal 100 HP] CD 15 seconds
Mantle of Skuld 
MaxMP: 100 -> 120
Wisdom: 7 -> 8
Heavy Armor
Royal Guard’s Cuirass
Proc cooldown: 15 seconds -> 20 seconds
Proc Duration: 2 seconds -> 1.6 seconds
Zaarvox’s Heart 
Speed: +6 -> +8
Fire Dragon Battle Armor 

Speed: 3 -> 6
Vitality: 3 -> 5
Proc cooldown: 15 -> 10
Chainmail Body Armor 
Speed: 4 -> 5
Rings
Crystallised Mist 
Damage Threshold: 70 -> 50
Cooldown: 45 seconds -> 40 seconds
Fairy Ring 
All stats: 2 -> 3
New Proc: on taking at least 30 damage, 20% chance to summon a fairy to heal you 15 hp/s for 10 seconds. 20 Second CD
Spider’s Eye Ring 
XP Bonus: 0 -> 2
Vitality: 3- >5
Defense: 3 -> 5
Proc Radius: 3 tiles -> 4.5 Tiles
Snake Eye Ring 
XP Bonus: 0 -> 2
Amulet of Dispersion 
Hp/MP: 30 -> 40
Other stats: 1 ->2
Crystal Bone Ring 
Dexterity: 3 -> 4
Wisdom: 3 -> 4
Xp Bonus: 0 -> 1
New proc: Onshoot 5% chance to restore 5 MP
Coral Ring 
New Mp discount: 10%
Captain’s Ring 
MaxHP: 40 -> 50
Ring of Divine Faith 
Max HP: 0 -> 40
Max MP: 0 -> 40
Killbilly set
Jagged Hatchet 
Rate of fire: 50% -> 60%
Damage: 275-290 ->245-260
Burlap Cowl 
Defense: +5 -> +8
Overalls of Endurance 
Proc Cooldown: 6 seconds -> 8 seconds
Set bonuses
2 pieces: +20 HP +10 MP +10 ATT +2 DEF -> +20 HP +10 MP +4 ATT +2 DEF
3 Pieces: +35 HP +15 MP +15 ATT +5 DEF -> +35 HP +15 MP +6 ATT +4 DEF
Full set: +55 HP +25 MP +25 ATT +8 DEF -> +55 HP +25 MP +10 ATT +10 DEX +6 DEF