Update – Shiny Balance Changes

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We are getting closer and closer to Easter but before that, it is time to celebrate Saint Patrick’s Day! Go and hunt the Leprechaun, collect tokens, and turn them in for some nice rewards. Talking about rewards, now is the perfect time for our seasonal characters to go hunt for some tasty shiny items! You can find a list of the first batch of items down below.

You were able to check out the balance and QoL changes on testing 2 weeks ago, now it’s time to implement them in the game. We still did some changes based on your feedback on some of the items, so go and have a look.

Saint Patrick’s Day Event

Starting on the 14th of March (after the release) and ending on the 26th of March at 12 UTC, the Green Leprechaun is back to Realm.

The tiny green fellow is back in the Realms for another run! This year, he will spawn twice – once after you defeat all Red Demons and a second time after Ghost Kings. The Leprechaun will have a chance of spawning either a portal to Rainbow Road or dropping a Pot Of Gold, they will be guaranteed to give you 4 Patty Tokens.

Leprechaun Dungeon Mod

The mod will make it so the Yellow Leprechaun spawns for players after defeating Davy Jones, Daichi the Fallen, Gulpord the Slime God, Dr. Terrible, Septavius the Ghost God, and Archdemon Malphas in their respective dungeons.

Dungeon Events

Also starting with the release and ending on the 20th of March at 12 UTC, the following three dungeons will give 1.5x Loot and XP! Additionally, the Leprechaun Mod will be activated in these dungeons allowing you to receive a guaranteed Patty Token from the Yellow Leprechaun.

  • Davy’s Locker
  • Abyss of Demons
  • Mad Lab

Starting on the 20th of March and ending on the 26th of March at 12 UTC,the following three dungeons will give 1.5x Loot and XP! Additionally, the Leprechaun Mod will be activated in these dungeons. You will receive a guaranteed Patty Token from the Yellow Leprechaun.

  • Mountain Temple
  • Toxic Sewer
  • Undead Lair

Token drop

The Tinkerer has last year’s UT’s ready for the taking! The Patty Token will drop as follows:

  • Green Leprechaun – Patty Token x4
  • Yellow Leprechaun – Patty Token x1


Quest NameQuest RequirementsRewardsQuest Type
Sharp CloverPatty Token x15Clover StarOnce per account
Rainbow in a pocket?Patty Token x15Sword of the Rainbow’s EndOnce per account
Spreading LuckPatty Token x15Clover BowOnce per account
Chromatic SlashesPatty Token x15Katana of Good FortuneOnce per account
Lucky PrayerPatty Token x15Staff of the SaintOnce per account
Colorful TrapPatty Token x15PainbowOnce per account
Leprechaun’s TrickeryPatty Token x15Rainbow RodOnce per account
Leprechaun’s ToolPatty Token x15Prismatic SlasherOnce per account
Garments of FortunePatty Token x90Rainbow Rocketeer Pet Skin
Green Hat Bunny Pet Skin
Irish Dancer Trickster Skin
Mistral Druid Necromancer Skin
Miss Shamrock Wizard Skin
Mini Pot of Gold Skin
Leprechaun Mystic Skin
Leprechaun’s Walking Hat Skin
Once per account / Item of Choice
Leprechaun’s Top HatPatty Token x30Leprechaun’s Lucky HatDaily
Feeling LuckyPatty Token x120Lucky Fourleaf Pet StoneOnce per account
Golden LuckPatty Token x120Golden Lucky Fourleaf Pet StoneOnce per account

Fame Boxes

With this release you will be able to purchase Fame boxes again, this time around for Paladin and Priest! You will receive one of the items per spin. These boxes have no limit and can be purchased several times.

Shiny Items

With this patch, some items will be getting special “ultra rare variants” that have different aesthetics.

A “shiny” version of an item will drop from the same locations the original does, but with a much lower chance (which means some of them will be extraordinarily rare to see around). Shiny items are functionally identical to their normal versions.

A special characteristic of shiny items is that they can only drop if you are playing a Seasonal character, although they can still be transferred to your regular vault as usual. Also, you cannot craft Shiny items but you can dismantle them as usual.

If you are lucky enough to find one of these Shiny drops and equip it, you will see that in addition to a spin on the old graphics, the item will display a “shine” effect animation. 

This is the list of items that have a small chance of becoming shiny when dropping, but it will be expanded gradually in the future:

  • Divinity
  • Lumiaire
  • Superior
  • Enforcer
  • Avarice
  • Bow of the Void
  • Hivemaster Helm
  • Laser Pointer
  • The Twilight Gemstone
  • Star of Enlightenment
  • Doom Bow
  • Cloak of the Planewalker
  • Crystal Sword
  • Robe of the Mad Scientist
  • Tome of Purification

Battle Pass

It is time for the next Battle Pass! Season 5 is upon us so check out all the rewards you can gather down below. The BP starts on the 14th of March and ends on the 23th of May at 10 UTC.


A new season also means new Missions! As always, remember that finishing Missions will give you progress with your Battle Pass.

Repeatable Missions

From now on some of the Missions will be repeatable. This means once you have completed them, they can be repeated once their cooldown has ended. 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.

Mission Quests

Our new repeatable missions will give you two new items that you can exchange at the Tinkerer for some special quests.

Wondrous DrinkRepeatable, Item of choiceBronze Reward Chest x1Greater Potion of Attack
Greater Potion of Defense
Greater Potion of Dexterity
Greater Potion of Life
Greater Potion of Mana
Greater Potion of Speed
Greater Potion of Vitality
Greater Potion of Wisdom
Lost TreasureRepeatable, Item of choiceGold Reward Chest x1Royal Epic Quest Chest
Honeyed Epic Quest Chest
Crystallized Epic Quest Chest
Marble Epic Quest Chest
Cultish Epic Quest Chest
Voided Epic Quest Chest
Steampunk Epic Quest Chest

Seasonal Item Forge

For this 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 of 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 for this restriction to exist has to do with our future plans for seasonality and creating season-locked items that will be only transferred at the end of the season and not mid season.

Note: The new seasonal forge rules will apply, for technical reasons, on the new upcoming season and not the last one. This means that this last season your Item Forge recipes unlocked with a Seasonal character will not unlock in the regular vault, but from this new season and onwards they will.

Kogbold Express changes 


  • 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

  • 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

Known Issues

  • Keys with Dungeon Modifiers in Gift Chest have a visual glitch where they do not show the mods correctly. This is purely visual, but we have disabled the mods from showing in the tooltip if the key is in the Gift Chest. A fix will be worked on for a later patch to deal with this issue in a more definitive way.

Quality of Life Changes

-Tomb life drops are now a minimum of 3, up from 1

-Void potion drops now up to a minimum of 4, up 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 Master’s Theatre, Mad Lab, Cursed library and Magic Woods from their 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


-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


50 Speed -> 55 Speed


Quivers tier 0-3 now Paralyze instead of Slow

TierOld DamageNew Damage

Cocoon Quiver

Damage: 120-200 -> 150-250

Mad Javelin

Damage: 800-1300 -> 1150-1650


Damage: 650-750 -> 950-1150

Freezing Quiver/Beehemoth Quiver

Damage: 180-260 -> 300-420

Quiver of Thunder/Quiver of Dazing Love

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/Spinal Quiver

Damage: 85-130 -> 100-150

Embellished Quiver

Shot 1 Damage: 250 -> 325

Shot 2 Damage: 150 -> 225

Shot 3 Damage: 100 -> 175


75 Attack -> 65 Attack

50 Dexterity -> 60 Dexterity

Mana 252 -> 305

Mana growth 2-8 -> 3-9

Designer note: This results in a moderate DPS increase at all defense levels despite being the same total DPS stats


All trap durations reduced from 20 to 10

TierOld DamageNew Damage

Coral Venom Trap

Damage: 350 -> 600

DEX: 2 -> 4

SPD: 2 -> 4

Trap of the Vile Spirit/Trap of the Blood Spirit

Damage:800 -> 1300

Duration: 10 -> 5 seconds

Effect: Curse for 2 seconds

SPD 4 -> 5

ATT 4 -> 5

Blacklight Artifice

Damage: 700 -> 1000

Duration 30 -> 10

Sulfuric Stone

Bubble Damage: 750 -> 1050

Honeytomb Snare

Damage: 125 -> 150

Duration: 6 -> 7 seconds

Lightning Rod

Damage: 800 -> 1000


TierOld DamageNew Damage

Star of Enlightenment

+5 DEX

Damage: 1000-1500 -> 1500 -> 2000


Damage: 400-600 -> 450-650

Spider Shuriken

Damage: 150-250 -> 300-500

Midnight Star

Damage: 600-900 -> 1100-1300

Ballistic Star

Damage: 400 -> 500


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 -> 400

Rage Claws

Damage: 275-400 -> 350-450


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.

TierOld DamageNew DamageOld scaling
(per wis over 50)
New scaling
(per wis over 50)

Cracked Crystal Skull

Damage: 90 -> 170

Radius: 4.25 -> 4.5
Heal radius: 6 -> 5

Damage Scaling: 2.5 -> 5.5

Sealed Crystal Skull

Damage: 130 -> 270

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 -> 260

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 -> 250

Damage Scaling: 5 -> 12

Radius: 2.75 -> 3.25

Skull of Corrupted Souls

Damage: 100 -> 260

Radius: 2.25 -> 2.5

Damage Scaling: 5 -> 9

Heal Radius: 4.2 -> 3.5

XP bonus: 8 -> 7%

Memento Mori/Hooded Skull

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


Cloak of Bloody Surprises/Cloak of Eerie Trepidation

On use effect: Slowed -> -50 Speed

DEF: 2 -> 4

VIT: 2 -> 4
Cloak of Cubic Enigma

Burst Radius: 3.5 -> 4.5 Tiles

Ghastly Drape

Paralyze Duration: 1.6 -> 2.6 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
New effect: when worn with the rosary spawns 3 bat summons


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


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


Tome of the Mushroom Tribes

Mp cost: 80 -> 130

Healing per tick -> 120 -> 75

Max targets: 10 -> 15

Tooltip update: Range 6.5 -> 5 (Actual range unchanged, the tooltip was incorrect)

New effect: healing buff applied within range of the mushroom

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.

Players may notice that this tome has received a second, even harsher nerf since the PT, this is because even as it stood heavily nerfed in the PT it was found to still be extremely powerful. While a 60% mana increase and nearly halving of healing may sound like an extreme nerf, and it is, it is more indicative of just how powerful this tome was before.

This item will be watched after this nerf, and if a buff is deemed necessary it will receive one, but please, try it out on production, see how it performs, we believe it will still prove quite useful.

Tome of Holy Protection/Tome of Frigid Protection

MP cost: 150 -> 130


VIT: -5 -> 0

Damage: 100-200 -> 400-600

Tome of Pain

MP cost: 120 -> 110

Damage: 500 -> 600


Crystal Shield

Cooldown 5s -> 1s

DEF: 0 -> 10

HP: 0 -> 40

On hold effect: Invulnerable -> Armored

Speed penalty: -30 -> -10

MP cost: 70/s -> 40/s

New: When hit while armored retaliate by firing the shield shot (eye effect)

When hit for 30 or more damage while armored, heal 10 HP

Shield shot damage: 200-220 -> 250-350

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.

We received a lot of feedback around this change over the course of the PT. While many of you are likely disappointed to find the direction of the item unchanged, we did not believe there was a good way to keep the item in its old state, even with many of the suggestions we saw. For example, the suggestion of applying invisibility to the item, while it would solve the human decoy issue, could very well bring up other balance issues by making the Knight extremely powerful in solos.

Additionally, we believe that human decoy or not, the sustained invulnerability provided by this item has potential to be problematic in itself, granting up to 8 straight seconds of invulnerability, that can still trivialize some more dodging based phases and can restrict more bullet dense design. In the old state of the item you could stay invulnerable for 8 seconds, quickly consume potions, and then go right into another 8 seconds of invulnerability, potentially repeating a few times with enough consumables, for dungeons where sustained dodging is a priority this would be extremely powerful. Suggestions to increase the mana cost, or even the cooldown of the item, could help to resolve this problem but would push the item into either being extremely clunky to use (cooldown) or requiring very specific builds to even work (mana cost). These do not seem like great choices for the item’s overall health and would just serve to make the item feel bad instead of trying to move it in a different direction.

The performance of this item will be watched, and if it remains in need of a buff in it will receive one. In the future when we have more tools available we would also like to revisit this item once again, and potentially give it yet another rework to bring it more inline with the tanking item many players expect it to be, without going all the way back to applying invulnerable.

Spiteful Scutum/Spriteful Shield

Damage 400-600 -> 500-700

ATT: 2->4

SPD: 2->4

Sunken Buckler

MP cost: 120 -> 100

Snake Skin Shield


Kogbold Cower Shield

Reworked, now grants 15 DEF to nearby allies on use


Snake Charmer Pungi

Cooldown Removed


Vanguard’s Visage

Mp cost: 115 -> 100

Damage: 100 -> 150

Rehearsal version damage 80->100


Hivemind Mace

Fixed rotation speed
Bee Projectile speed 5t/s -> 6.5 t/s

Xp bonus: 8% -> 7%


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)



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/Snowblind Wand 

Damage: 200-235 -> 205-240

Crystal Wand/Warlord’s Wand/Frozen Wand

Damage: 95-140 -> 105-150

St. Abraham’s Wand

Shots gain Multihit

Morning Stars

TierOld DamageNew Damage


Corruption Cutter/Dueling Daggers

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


Crystal Sword/Enchanted Ice Blade

Damage: 180-210 -> 195-225

Ancient Stone Sword/Acidic Slasher/Eternal Graved Great Sword

Damage: 340-390 -> 350-400


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


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

TierOld DamageNew Damage

Burial Blades

Removed pattern swap mechanic
Fire pattern changed


Protective Matrixes

Proc HP threshold: 20% -> 50%

Invulnerability duration: 2s -> 1s

Proc cooldown: 240 seconds -> 180 seconds

Designer note:  It may be confusing to see a nerf to an item that was substantially buffed during the testing phase, this however was due to a separate change done a while ago to how invulnerability is applied. Unlike in the past this item will now apply invulnerability instantly, able to save you from even the most deadly of shotguns so long as the damage you take from each individual shot is less than the health threshold. This was noticed as a potential problem as it meant you could effectively survive everything in the game and get a 2 second cooldown out of it. This version will still allow you to have protection from death, with the higher threshold being a buff making sure any damage you could take would count within saving range. However, this higher threshold also means you need to make sure you play well to keep your safety net up as dropping to half health for any reason will proc the effect and put it on cooldown. The armor also has had its invulnerability duration cut in half along with this as the ease of which you could proc this item coupled with a relatively long duration meant it could let you get away with more than just being saved from a large mistake.

There is potential that this item is still broken and is too effective at saving players, potentially playing out similarly to just having an ammy if you make sure to nexus in that second of invulnerability. This item like many others will be watched after this release to see if it requires any other changes, be they buffs or further nerfs.


Steam Pipe

Reworked, Now fires a line of 4 projectiles with different ranges, blue pierce, orange armor pierce


Vesture of Duality

SPD: +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

WIS: 4 -> 5

VIT: 4 -> 5

Woodland Robe

Max MP: 15 → 0

DEF: 5 -> 10

DEX: 3 -> 4

Robe of the Tlatoani

Max MP: 45 -> 90

Tlatoani’s Shroud

WIS: 10 -> 16

Robe of the Mad Scientist

MP Discount: 25% -> 20%

WIS: 7 -> 5

VIT: 7 -> 5

Esben’s Shaman Attire

Proc chance: 10% -> 20%

DEF: 11 -> 10

Max HP: 30 -> 60

ATT: 5 -> 6

Toga Picta/Executioner’s Garb

ATT: 8 -> 10

DEX: -3 -> -4

Leather Armor

Snake Skin Armor

SPD: 3 -> 4

Armor of Nil

DEF: 26 -> 30

SPD: -3 -> -5

Rags of the Host

DEF: 15 -> 17

VIT: -2 -> -4

Hallowed Hide

DEF: 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

Max MP: 100 -> 120

WIS: 7 -> 8

Heavy Armor

Royal Guard’s Cuirass

Proc cooldown: 15 seconds -> 20 seconds

Proc Duration: 2 seconds -> 1.6 seconds

Zaarvox’s Heart

SPD: +6 -> +8

Fire Dragon Battle Armor/Eggre Battle Armor

SPD: 3 -> 6

VIT: 3 -> 5

Proc cooldown: 15 -> 10

Chainmail Body Armor

SPD: 4 -> 5


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

VIT: 3- >5

DEF: 3 -> 5

XP Bonus: 0 -> 2

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

DEX: 3 -> 4

WIS: 3 -> 4

Xp Bonus: 0 -> 1

New proc: Onshoot 10% chance to restore 5 MP, Cooldown 0.4 seconds

Coral Ring

New proc: MP discount of 10%

Captain’s Ring

Max HP: 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

DEF: +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

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