
Possessed Realmers!
Halloween is just around the corner and this season is a spooky-themed season. It highlights the invasion of Dark Yokais in the Realm, which causes enemies across the realm to become possessed. At the same time, it incorporates the rework of the Priest to combat the darkness. Later this season you may be visited by a dark deity called the Hemomancer and may be able to take part in his risky but potentially rewarding blood ritual…
Yokai Takeover
Yokais have begun to possess enemies across the Adept and Veteran biomes. These enemies will be engulfed in a purple flame, defeating them to find the Dark Yokai within for a chance at the Yokai Amulet UT as well as other loot. Tomb of the Ancients, Snake pit, and Kogbold Steamworks will be spawning in the nexus for you to be able to test this. As always the realm will also be available for you to test the event where as well.

Priest Rework

Today we’re unveiling the Priest Rework, bringing statmod and other major changes to this beloved class. While Priest has long stood out for its support role and accessibility to newer players, its healing has become a crutch especially when multiple Priests stack heals to create near-limitless damage mitigation. This made it nearly impossible to balance the class, as no reasonable Tome nerf could address uncapped group healing without gutting Priest elsewhere. By reworking its core healing ability, we can finally give Priest the tools it deserves while scaling its healing to a level we can balance around.
Healing Rework

From now on, you’ll notice that Priest now has two Healing tooltips. The first Heal value is an instant burst of healing on self, allowing Priest players to continue playing with that extra safety cushion that makes the class friendly to new content. The second is a status effect applied to self and group that has a listed Regeneration value in the square brackets. This Healing status effect does not stack its regeneration effect, instead using only the most powerful Healing effect available. This effect can be boosted with statmod, and it’s quite worth the stat investment to offer the best regeneration your builds can afford for your group.

This Regeneration effect system has been extended to other healing sources, such as healing mushrooms, item proc effects, and even consumables. Generally speaking, we intend to change all group healing in the game to use a ratelimited system such as the new Regeneration system. However, since we have a Necromancer rework in the pipeline, we’re holding off on any changes to the class for now.
The healing rework is a massive gamewide change that we intend to use to push the bill on further improvements to gamefeel and balance. With healing rate no longer a questionably unlimited value, we plan on directly addressing a lot of frustration points of the game, such as a lot of “instapop” type design that we have had to resort to in the past to threaten players in the endgame. It is but one piece in a larger puzzle of game health improvements, so while these changes might not seem apparent now, you’ll see the game shift closer to this vision as we make more headway.
Priest Damage

Priest now has a source of ability damage from tiered tomes. This is a small damage nova on-cursor similar to the effect of Chaotic Scripture. In situations where your build isn’t the strongest healing build, or healing simply isn’t needed, you’ll still get mileage out of your ability through the extra damage, and in a pinch can be used to get you out of situations where Priest’s base DPS simply doesn’t cut it.

With healing balance out of the way, we’re able to more comfortably move Priest’s damage level to a place that is more suited for the pace of the game. Priest has gained +10 to base/max Attack, and is also helped along by some supporting buffs to tiered Wands and Morning Stars that should allow the class to keep up with the steadily increasing pace of the game.


Mana Standardization & Quiet Rework

You may have noticed something small: Priest now maxes at 400 Max MP! Each class has been given a standard value of Max MP, which can be any of 300/350/400. Magic-oriented classes start with a higher MP pool and max at a higher level, consuming a few more Mana Potions to max than characters that are less dependent on it.

Additionally, MP potions have been underutilized for quite some time, especially in comparison to HP options. To remedy this, and to help players past Priest’s early game MP costs increasing, we’ve doubled the output of MP consumables across the game.

Lastly, in our trio of mana-related changes, we’ve pushed a rework to the Quiet status effect! From now on, the Quiet effect will no longer reset your MP value to 0, or prevent ability casting effects. Instead, Quiet works similarly to Sick, stopping all forms of MP regeneration for its duration.
UT Showcase
Here is a preview of some UTs you can test out during the Public Testing.

Tome of Purification is a MP-efficient version of the T6 Tome that scales off VIT and has no damage component.

Tome of Holy Furor is a DEX-scaling machine-gun tome that provides a powerful DEX group buff as well as on-shoot projectiles.

Tome of Holy Protection sheds its instaheal for Armored, and sheds its damage component for a new DEF group buff.
Change Log
Other Abilities
– Necronomicon is a WIS-scaling blasting tome that provides effective Curse and ability damage in return for no group healing.
– Chaotic Scripture continues to be the nuke ability with massive damage capabilities.
– Tome of the Mushroom Tribes is switched to Regeneration, with 90HP/s over 5 seconds, it’s an MP-efficient alternative for pure healing at high level play.
– Maw of Malignance / Perennial Cranium is switched to Regeneration, with 50HP/s regeneration while inside the effect range.
Base Stat Changes
- Priest starts at 16 -> 26 ATT at level 1, and maxes at 55 -> 65 ATT.
- 300MP max classes: Rogue, Archer, Warrior, Knight, Paladin, Trickster, Ninja, Samurai, Kensei
- 350MP max classes: Assassin, Huntress
- 400MP max classes: Wizard, Priest, Necromancer, Mystic, Sorcerer, Bard, Summoner
- 300MP max classes have a base of 100MP and max in 21 potions.
- 350MP max classes have a base of 125MP and max in 23 potions.
- 400MP max classes have a base of 150MP and max in 24 potions.
Weapon Changes
- T11+ wands received a +2.5 base DPS increase.
- T13+ wands received a +5.0 base DPS growth increase.
- Morning Stars received a major buff averaging +20 base DPS increase.
- Morning Stars total fire rate / DEF ratio reduced from 2.6 to 2.2.
- Morning Stars received a small arc gap reduction of 1.6 degrees.
- Sprite Wand gains a smaller/faster amplitude.
- Crystal Wand now hits multiple enemies.
- Mantle of the Monarchy changed to +120 instant heal and 3 seconds of 40HP/s regen.
- Mantle of the Monarchy now has +60 HP, +60 MP, +12 DEF, +20 VIT
- Water Dragon Silk Robe changed to +90 instant heal and 3 seconds of 30HP/s regen.
- Obsidian Macahuitl received a buff similar to a T12 Morning Star.
- Chocolate Ovipositor / Acidic Aspergillum received a major damage buff.
- Beekeeper’s Flamethrower received a major damage buff and gained obstacle piercing.
Misc Changes
- Stat Mod Multiplier is now supported on the following ability types: Tome, Seal, Helm
- ConditionEffectSelf effects should appear back on tooltips.
- DamageNova tooltip rewritten for clarity.
- Smaller consistency improvements to other tooltips.
- Most MP consumables are doubled in MP value.
- Snake Oil, Pollen Powder, Herbal Tincture now provide Regeneration-based effects.
- Coral Juice now heals based off of Max HP and Max MP.
Known Issues / WIPs
- Evolutionary Records is still pending changes, notably multi-type stat scaling for each form.
- Chaotic Scripture numbers may be somewhat outdated.
- ST Tomes as well as Priest ST sets in general are pending changes.
- Some Healing summons are still pending changes.