Voiding Realmers!
The second part of Season 21 is starting right now! Fight hordes of Void Enemies, collect loot, and slay the tinted blooming flowers in the Realm.
This update focuses on the new Void Event and also adds several bug fixes for some old issues!
Unfortunately, the Void also invaded the Nexus, and it’s now a Void Nexus!
Void Event
Starting right after our maintenance, the Void Event will run until the 24th of June. Hunt down the Tinted Blooming Flowers in the Realm, fight Tinted Bosses in Dungeons, and more! Complete Remnants of the Void and progress in our Community Campaign.
Realm Event
Tinted blooming flowers will spawn in all adept Biomes.
- Once defeated, they drop portals to the Remnant of the Void (An easier version of the Void Dungeon)
- Starting in the second week and running until the end of the event, Beacon Guardians and all encounters in the Realm will drop additional loot.
Dungeon Events
All weeks:
- The Void – Void Remains x3; Chest – week 1 and 2; 1.5 Loot + XP + Exalt – week 3
Week 1 Dungeons (03.06.25 – 10.06.25):
- Spider Den – Void Remains x1 with 30% chance after defeating the boss
- Parasite Chambers – Void Remains x1 and x1 with 50% chance after defeating the boss
- The Nest – Void Remains x5 after defeating the boss
- The Void – Void Remains x3 after defeating the boss
Week 2 Dungeons (10.06.25 – 17.06.25):
- Undead Lair – Void Remains x1 with 50% chance after defeating the boss; 1.5 Loot + XP
- The Crawling Depths – Void Remains x1 and x1 with 30% chance after defeating the boss; 1.5 Loot + XP
- Cultist Hideout – Void Remains x5 after defeating the boss; chest event
- Moonlight Village – Void Remains x8 after defeating the boss; chest event
Week 3 Dungeons (17.06.25 – 24.06.25):
- Cave of a Thousand Treasures – Void Remains x1 with 40% chance; 1.5 Loot + XP
- Toxic Sewers – Void Remains x1; 1.5 Loot + XP
- Lair of Draconis – Void Remains x3; 1.5 Loot + XP
- Lost Halls, Kogbold SteamWorks – Void Remains x6; chest event + Exalted Banner for Kogbold and the Void (20th of June)
Dungeons will feature:
- Void Guide in Lost Halls (Week 3). Directly find the way to the Marble Colossus.
- A void portal opens after defeating the Boss in Lost Halls (Week 2)
- Spotlight Event (Except: Moonlight Village), which gives Darkness, Inspired and x1.2 DEX boost.
- Tinted Bosses: A tinted version of the boss will spawn in some of the Event Dungeons. The Boss will have a chance to drop Remnants of the Void Portals and extra loot.
Community Event
Quests
Battle Pass
A new Battle Pass is starting!
*You can now only get a maximum of 1.5 million BXP. For repeatable milestones, a counter is displayed showing how many times it can be claimed before reaching the maximum. You can also see how often the milestone was claimed.
Missions
Complete Missions related to Void enemies to unlock more rewards including a brand new entrance!
Rewards:
- Quest Chests
- Tarot Card Pack
- Premium Silver Card
- Gaze of the Void Shard
New Shinys
The following Shiny Items are now available from their usual source for seasonal characters:
- Bramble Bow
- Corsair Ring
- Jade Storm
- Leaf Dragon Hide Armor
- Brain Cube
- Barnacle Basher
ST Set Reskin
Introducing the Void Doctor ST Set! A reskin of the Plague Doctor ST Set, now available in the game. Parts of it can drop directly from the following dungeons when a Void Event is active. So make sure you are farming the correct dungeon based on the weekly events!
- Cultist Hideout
- Lost Halls
- The Void
- Moonlight Village
- Kogbold Steamworks
Additionally, the Set is available in the Shop via a Mystery Box.
Sales
Void Spider Skin Box
The new Void Spider is now available in the shop via mystery boxes!

Void Priest ST Set
This reskinned Plague Doctor ST Set is now available in the shop! Additionally, you can also get your hands on it by grinding some of our event dungeons!
Equipment Rarity Changes
New Enchantments
Fractured Blade (Awakened Crystal Sword)
- Attacks split into two additional shots away from the player, allowing for high damage if distance is maintained.
Crystal Shards (Awakened Crystal Wand)
- Summons small crystals as you shoot that shatter into multiple high damage projectiles targeting enemies.
Bone Claws (Awakened Bone Dagger)
- Fires two bloody claws that inflict high bleeding damage.
Mixcoatal’s Dance (Awakened Robe of the Tlatoani)
- Adds a hefty amount of DEX.
Raijin’s Dance (Awakened Tlatoani’s Shroud)
- Lightning blast 3 nearby enemies while using your abilitys
Unholy Spirits (Unique weapon modifier)
- Summons stationary spirits that attack nearby enemies while you shoot.
Other Changes
- Artifacts now drop in gold bags.
- Artifacts can now be stored in the Forge chest in the vault.
- The Ivory Heart artifact now additionally increases the Draconic Gaze Awakened mods weight by 10x.
- The “Artificial Core” Awakened enchantment for the Staff of Extreme Prejudice has been reworked.
- Lowered HP scaling for objectives and minions in SpecPen, Lost Halls, and Shatters.
- Single-item blueprints now have collection icons and labels of their original item for forging.
- Blueprint drops have been added to more locations
Ores Rebalance
With the inclusion of new forge values for UTs, Ores have become rather low-impact and we want to make sure these items are still valuable picks for the Item Forge.
- Common Ore: 30 Common, 15 Rare
- Rare Ore: 40 Common, 20 Rare
- Epic Ore: 60 Common, 30 Rare
- Legendary Ore: 60 Rare, 30 Legendary
Dust Drops
Dust drops have been increased across all dungeons in the game.
- +10% to Green Dust
- +30% to Red Dust
- +40% to Purple Dust
In addition, we have various changes to the dust available in the realm, mostly correcting encounters to drop the dust type you would expect.
- Beer God now drops Red Dust instead of Purple Dust.
- Ghost ship, Maze Minotaur, Goblin Patriarch, World’s Oyster, Daughter of Limon, Possessed Pumpkin, and Well of Lost Souls now drop red instead of green dust
- Adult Baneserpent and Bloodroot Heart Now drop purple instead of red dust
Item Balance
Poisons
During the Assassin rework a lot of focus was put on damage boost as a new potential power boost for the class so the damage of poisons did not go up very much. After review it seems that while the damage boost has helped Assassin, the ability damage is still not up to par with other classes. More impact damage has been added to all poisons so they can deal more damage faster than before, and additionally WIS scaling has been increased so if you want to build for ability damage you can be much closer to other ability damage classes. The damage boost has also gone up just a little to try to help assassins catch up to other classes in dps.
Plague poison and its upgrade pandemic poison already received this base damage buff in advance so they are only getting scaling buffs.
Tiered
Tier | DoT DMG | Impact DMG | Total Base DMG | DMG per Wis over 50 | Base DMG boost | DMG boost per wis over 50 |
0 | 100 | 20 -> 50 | 120 -> 150 | 2 -> 4 | 5 | 0.05 -> 0.075 |
1 | 200 | 50 -> 100 | 250 -> 300 | 4 -> 6 | 5.5 -> 6 | 0.05 -> 0.1 |
2 | 300 | 80 -> 150 | 380 -> 450 | 6 -> 9 | 6 -> 6.5 | 0.1 -> 0.125 |
3 | 400 | 110 -> 200 | 510 -> 600 | 9 -> 11 | 6.5 ->7.5 | 0.1 -> 0.15 |
4 | 500 | 140 -> 250 | 640 -> 750 | 11 -> 13 | 7 -> 8 | 0.15 -> 0.175 |
5 | 600 | 170 -> 300 | 770 -> 900 | 13 -> 15 | 7.5 -> 9 | 0.15 -> 0.2 |
6 | 700 | 200 -> 350 | 900 -> 1050 | 15 -> 18 | 8 -> 9.5 | 0.2 -> 0.225 |
7 | 800 -> 850 | 230 -> 400 | 1030 -> 1250 | 18 -> 21 | 9 -> 10.5 | 0.2 -> 0.25 |
Mighty Stein
Losing total range for a bit more of a buff to impact damage meaning it deals more of its total damage up front
Impact DMG: 200->400
Total DMG: 650 -> 800
DMG per Vit: 16 -> 18
Impact scaling: 5 -> 9
Radius: 6.5 -> 5.5
DMG Boost: 7.5 -> 9
DMG Boost Scale: 0.1 -> 0.175
Murky Toxin
Outer bomb impact DMG: 50 ->100
Outer bomb total DMG: 300->450
Both bomb scaling per dex/atk: 10->13
DMG Boost: 10/5 -> 10.5/8
Bottled Medusozoan
Total DMG: 2250 -> 2500
Blasts now pierce armor
Pollen Incendiary
No buff as a while back this was seemingly undocumented updated to have a full impact damage of 600 and damage scaling of 25/wis
Plague Poison
DMG Per Wis: 12 -> 17
DMG Boost: 7.5 -> 8.5
DMG Boost scale: 0.1 -> 0.15
Pandemic Poison
DMG Per Wis: 15 -> 19
DMG Boost: 8.5 -> 9.5
DMG Boost Scale: 0.15 -> 0.175
Crystallised Fang’s Venom
DoT DMG: 500 -> 900
Tyrant’s Toxin
Initial Bomb DoT DMG: 250 -> 450
DMGper Wis: 10 -> 16
Polarity Poison
Primary bomb Wis scaling: 15 -> 20
Parasitic Concoction
Impact DMG: 0 -> 200
Total DMG: 495 -> 750
DMG Per wisdom: 10 ->19
DMG Boost: 5 -> 7.5
Virulent Venom
Passive stats: +5 Def
Impact DMG: 700 -> 900
DMG per Def: 18 -> 20
Skulls
Last round of buffs skulls got increased base damage and doubled wis scaling for damage, turns out their wis scaling is still pretty bad so its time to double it again. We want it to be possible to build for an ability damage type necromancer setup but don’t want the base damage to go too high as the ability does still heal. Since necromancer starts scaling at 50 wisdom this will however increase damage a fair amount for any maxed necromancer.
Item | DMG per Wis over 50 |
---|---|
T0 | 2 -> 4 |
T1 | 3 -> 6 |
T2 | 4 -> 8 |
T3 | 5 -> 10 |
T4 | 6 -> 12 |
T5 | 7 -> 14 |
T6 | 8 -> 16 |
T7 | 9 -> 18 |
Cracked Crystal Skull | 5.5 -> 11 |
Sealed Crystal Skull | 7.5 -> 15 |
Demon Lord’s Skull | 5 -> 10 |
Skullish Remains of Esben | 6 -> 12 |
Perennial Cranium | 7 -> 14 |
Brain Cube | 11 -> 18 |
Skull of Endless Torment | 12 -> 20 |
Skull of Restless Souls | 8 -> 14 |
Skull of Corrupted Souls | 9 -> 18 |
Leather Armors
Many leather armors have gained 1 Def, this includes Hydra and higher tiers as well as most UTs and STs excluding those from exaltation dungeons and those focused on dps like tenne.
Additionally we have a few more leather changes to some cyan bag leather armors and have upgraded them to white bags, this is the beginning of a push to upgrade a lot of these kinds of items to whitebag items rather than cyans throughout the game.
Snake Skin Armor
New Stats: 15 DEF, 4 SPD, 4 DEX
Spectral Cloth Armor
New stats: 13 DEF, 5 ATT, 5 DEX
Coral Silk Armor
New Stats: 14 DEF, 8 DEX, 8 WIS
Woodland Mystic UT Set
The UT Mystic set from Magic Woods has struggled to be relevant at any point of the game’s progression, which meant it was time to review the set and make it a worthwhile choice for characters progressing through Adept content. Most notably, the power budget of the armor/ring items have increased significantly as a result of these items being converted to rarer white bag items.
Spirit Staff
Damage: 54-77 (from 35-70)
1 subattack at 105% fire rate
2 subattacks at 80% fire rate
(changes also apply to Foramite Staff)
Enchantment Orb
MP Cost: 120 (from 90)
No longer inflicts Stasis
Applies Berserk on self for 2s.
Applies Curse on cursor for 3s within 2 tiles.
Duration of both effects scales by 1s every 15 WIS above 55.
Range of Curse effect scales by 1 tile every 15 WIS above 55.
Woodland Robe
New Stats: 12 DEF, 5 SPD, 5 DEX, 5 WIS
(New Proc Effect)
Fey Assistance: 3% chance to spawn a fairy while shooting.
Zap Fairy: Zaps enemies for 100dmg every 0.8s for 6.4s
Cooldown: 6.4s
Fairy Ring
New Stats: 60 HP, 5 SPD, 5 DEX, 5 VIT
(Adjusted Proc Effect)
Fey Assistance: 3% chance to spawn a fairy while shooting below 80% HP
Life Fairy: Heals you for 15HP/s for 8s
Cooldown: 8.0s
Phylactery Mystic ST Set
With the Enchantment Orb from Magic Woods gaining Berserk, it was time to revisit a set that was heavily reliant on this effect to deal damage, which has struggled poorly against most of the changes to the meta over the years. All changes are also applied to the Totalia Mystic Set.
The Phylactery
Shots: 1 (from 2)
Damage: 122-134 (from 80-100)
Rate of Fire: 125% (from 80%)
Hitbox size: +20%
Soul of the Bearer
MP Cost: 100 (from 150)
Cooldown: 4s (from 6s)
Stasis is centered on user within 4.5 tiles for 6 seconds
Applies Speedy and Berserk on self for 2.5s
Duration of both effects scales by 1s every 10 WIS above 55.
Soulless Robe
This item was unchanged.
Ring of the Covetous Heart
New Stats: 80 MP, 8 ATT, 8 WIS
Set Bonuses
2 Piece Bonus: 20 HP, 15 MP, 6 SPD, 7 WIS
3 Piece Bonus: 20 HP, 15 MP, 6 DEF, 8 VIT
4 Piece Bonus: 20 HP, 15 MP, 7 ATT, 6 DEF
Other Items
Bone Dagger
No balance changes since it got a range extension at the beginning of the season but we believe it is now fitting in power to be put in a white bag. Drops have been adjusted but should still be rather common.
Staff of Unholy Sacrifice
Now fires forward
Arc gap: 15 -> 13
Symbiotic Ripper
Damage: 115-170 -> 120-170
Kyuuketsuki Hitogoroshi
The shot of this weapon is now fired backwards which means it should boomerang a fair distance in front of the player instead of behind.
Damage: 300-350 -> 440-520
Elder Heartwood Staff
Pierce removed
Projectile speed: 160 -> 80
Damage: 55-100 -> 45-90
Wand of Hidden Knowledge
Fixed an issue that caused this wand to not burst fire as intended, this was causing this wand to deal vastly more damage than it was balanced for. The restoring of burst actually lowered its damage so much it needed a buff on its base damage. The curse boost however was still far too strong, and balancing the item around a near exclusive synergy with necronomicon was not going to work. The wand now has a less reliable way to self-curse without necronomicon but should find necronomicon to be far more consistent and have more uptime.
Damage: 185-215 -> 200-250
Proc Damage: 185-215 -> 70-95
New Proc: 40% on ability to curse yourself for 4 seconds. Cooldown 5 seconds.
Marionette Ravager
Damage: 75 -150 -> 60-140
Rate of Fire: 130% -> 150%
New Proc: Fires an additional shot every 2 seconds, this shot deals 200-300 damage and exposes for 1 second.
Primal Arcana
Primal arcana exists as a currently needed crutch for mystics relevance, however its ability to scale with fire rate and weapons with multiple subattacks can get a little out of hand. The following changes aim to keep the base damage output of the item about the same but to temper its ability to scale a little bit. This item still does a lot of damage, likely more than other classes would be allowed to have without any cost, so mystic should still remain fairly relevant, however it wont run the risk of exploding in power.
Proc Damage: 65-80 -> 100-120
Proc Cooldown: 0 ->0.2s
New proc: 33% chance to fire an additional middle shot that has 0 cooldown.
Rehearsal version has received the same changes but damage is 80-100
Vigor
Vigor received changes to be in line with the new Spirit Staff, with the following adjustments:
Damage: 70-84
Festival Spirit MP Cost: 0 (from 20)
Festival Spirit Chance: 2.5% (from 7.5%)
Snake Eye Ring
New Stats: 50 HP, 5 ATT, 5 DEF, 5 SPD
(proc unchanged)
Captain’s Ring
New Stats: 50 HP, 4 ATT, 4 DEX, 5 WIS, 5 VIT
Elegant Parasol
Cooldown: 4s (from 5s)
Ocular Entrapment
Damage: 1200 (from 1000)
Experimental Ring
New Stats: 60 HP, 60 MP, 5 VIT, 5 DEF
E.Y.E.
New Stats: 75 HP, 75 MP, 6 VIT, 6 DEF
Coral Ring
New Stats: 90 MP, 5 SPD, 5 DEX, 5 WIS
(magic reduction unchanged)
Fixes
- Shuriken should no longer improperly apply stat bonuses when swapping or when affected by Silence.
- Many forge recipes that were missing their requirements from the description should now be fixed
- STs now only require 1 item of their ST type instead of 2
- Kyuuketsuki Hitogoroshi and Warped Mantle should no longer lose enchantments
- The old tarot card items are now soulbound
- Tiered items should cost their proper Forgefire amount.
- Damage resistance modifiers are re-enabled.
- Stat mod Multiplier enchantment should no longer cause your stat mod to decrease
- Projectile and fire rate mods should no longer cause more frequent dcs
- Blueprints and ores should now be ignored for forge rarity operations
- Brine Quiver shows vulnerability in the tooltip again
- Fixed a small tooltip error on the Colossus Shield
- Awakened Doom Bow no longer uses placeholder projectiles
- Cavalry Lance should no longer DC players when used in specific areas.
Known Issue
Dismantling an item from the Inventory along with an item that cannot be dismantled causes the Forge to break