Public Testing – Halloween and Rebalancing

Development Update

Halloween 2025

The Hemomancer and his Henchman

  • The Hemomancer is a new Halloween realm boss and he is bringing his Henchman and blood minions with him! To spawn the Hemomancer you will need to defeat his Henchman 3 times.
  • 1st Henchman spawn: 120000 realm score in Haunted Hallows
  • 2nd Henchman spawn: 180000 realm score in Haunted Hallows
  • 3rd Henchman spawn: 240000 realm score in Haunted Hallows
  • He will be dropping limited Halloween goodies and his limited UT ring!
  • The Hemomancer’s Ring:
    • +110 HP
    • +4 Vitality

Limited Halloween UT Reskins

Will be dropped for either – the chest event or the Boss for a limited time, as well as available in quests.

  • The Crimson Blade (original: Spectral Sword) – Undead Lair
  • Blood Coated Dirk (original: Marionette Ravager) – Puppet Master’s Theatre
  • Ceremonial Wand (original: Wand of Hidden Knowledge) – Cursed Library
  • Blood Siphoning Katana (original: Kyuuketsuki Hitogoroshi) – Manor of the immortals
  • Scarlet Etched Branch (original: Soul’s Guidance) – Haunted Cemetery
  • Occult Bow (original: Spider Silk Bow) – The Crawling Depths
  • Sacramental Crossbow (original: Thousand Shot) – Puppet Master’s Theatre: Encore
  • Scepter of the Transgressor (original: Scepter of Devastation) – Parasite Chambers
  • Esoteric Buckler (original: Spiteful Scutum) – Janus the Doorwarden
  • Blood Ritual Tools (original: Tools of the Tarnished) – Spectral Penitentiary

Halloween Battlepass

Any feedback for the upcoming Battlepass is appreciated. Note: Paramount Mystery Skin is a placeholder for New Skin.

Halloween Mission Tree

Halloween Free Campaign

Halloween Dungeon Events

Halloween Candy in Dungeons will be available in the event dungeons each week.

Week 1 Dungeons (21.10.25 – 28.10.25):

  • Sprite World – XP/Loot  x1.5
  • Manor of the Immortals – Chest Event
  • Deadwater Docks – Chest Event
  • Lost Halls – Chest Event
  • Cultist Hideout – Chest Event
  • The Void – Chest Event

Week 2 Dungeons (28.10.25 – 04.11.25):

  • Snake Pit – XP/Loot x1.5
  • Haunted Cemetery – Chest Event
  • Mountain Temple – Chest Event
  • The Shatters – Chest Event

Week 3 Dungeons (04.11.25 – 11.11.25):

  • Ancient Ruins – XP/Loot x1.5
  • Cursed Library – Chest Event
  • Sulfurous Wetlands – Chest Event
  • Fungal Cavern – Chest Event
  • Crystal Cavern – Chest Event

Week 4 Dungeons (11.11.25 – 18.11.25):

  • Undead Lair – XP/Loot x1.5
  • Ocean Trench – Chest Event
  • Lair of Draconis – Chest Event
  • Moonlight Village – Chest Event

Halloween Realm Events (21.10.25 – 18.11.25):

The Hemomancer – 1 time per Realm after the 3rd Hemomancer’s Henchman is killed at 240000 realm score.

Zombie Horde

Totalia the Malevolent – Spawns at 15%, 50%, and 85%.

Balancing Changes

Priest Rebalance

Priest released with higher performance than expected, so we’re pushing down healing numbers in all aspects. We’ll take the opportunity to improve the user experience of using tiered tomes by addressing a number of smaller game-feel issues that players have reported recently.

  • Tiered base regeneration HP/s reduced by 15 on all tiers.
  • Tiered base self instant heal reduced by 30 on all tiers.
  • Tiered regeneration & instant heal wisdom scaling reduced by ~40% on average.
  • Tiered aura range wisdom scaling reduced by 33%.
  • Tiered MP Cost reduced by 20 on all tiers.
  • Tiered Cooldown reduced from 1.0s to 0.5s.
  • Tiered regeneration duration increased by 0.4 seconds.
  • Tome base damage left unchanged and damage wisdom scaling adjusted to new MP cost, resulting in a very slight DPM (damage per mana) increase.
  • Tome of Holy Protection DEF Boost duration decreased from 8.0s to 6.0s.
  • Tome of Purification base range increased from 6 tiles to 8 tiles.
  • Tome of the Tarnished Gods regeneration HP/s reduced from 75/90 to 65/80.
  • Tome of Pain base range increased from 8 tiles to 8.5 tiles.
  • Tome of Pain ATT scaling (relative to MP Cost) slightly increased.
  • Tome of Holy Furor bullet damage increased from 85 (average) to 95 (flat).
  • Tome of Moral Support improved.
  • Tome of the Mushroom Tribes regeneration HP/s reduced from 100 to 90.
  • Chaotic Scripture MP Cost massively reduced, with ATT scaling (relative to MP Cost) slightly increased.
  • Book of Geb WIS scaling minimum reduced from 80 to 75.
  • Ceremonial Merlot WIS scaling minimum reduced from 75 to 70.
  • All UT/ST tomes received healing, cooldown, and MP cost changes proportionate to tiered changes, if not otherwise stated above.

ST Sets

ST sets are our main focus for this balance update. A lot of ST sets have issues, many of them have items that are distinctly bad or just don’t make proper use of their set bonuses to tie the sets together. Some sets have very little coherence and increase seemingly unrelated stats on their items and bonuses. We want to improve many of these sets, making certain bad items good or at least worth considering for builds with their set bonuses. We will also be giving special attention to sets 4 piece bonuses as these hard lock you into all of the items of a set, that kind of commitment to a set should be rewarded with substantial stats. We will only be able to get through so many sets this update but will continue to improve other ST sets in future balance updates.

Flesh Collector Assassin

 

This set had a very big wasted stat problem providing a lot of MP for a poison that realistically shouldn’t be spammed. This was particularly notable with a contender for the worst piece bonus in the game of just 100 MP. We are removing bonus MP entirely from the set as assassin’s base mp pool is higher now and replacing it with much more useful stats to the set. Additionally the 6 vit of the 2 piece bonus was spending too much value on counteracting the negative vit of the pieces to make the 2 piece bonus actually useful, the vit has now been spread across all the bonuses and some of the 2 and 3 piece bonuses have been moved around slightly to smooth out the bonuses. With the other item balance changes this set should be a fairly strong solo dps option as it is sporting high attack, curse, and thanks to its wisdom a fairly decent poison damage boost.

Parasitic Concoction

MP Cost 120 -> 110

Duration 3 Seconds -> 4 Seconds

Rags of the Host

+2 WIS

Hivemind Circlet

100 MP -> 70 HP

Set Bonuses

2 Piece Bonus: 6 VIT 7 WIS -> 2 ATT 2 VIT 6 WIS

3 Piece Bonus: 50 HP 7 ATT -> 50 HP 5 ATT 2 VIT

4 Piece Bonus: 100 MP -> 30 HP, 6 VIT, 5 ATT, 6 WIS

Acidified Assassin

The main goal of this set was to turn the assassin into effectively a melee class playstyle with high def and vit, high shot damage and low range and speed. Unfortunately it is a little too conservative in its stats to make it feel good especially when you are being penalized in speed for much of it. The stat totals in the set bonuses appear high but aren’t accounting for several “invisible” tradeoffs the set is making, lacking all damage boost ultimately resulting in your full set being roughly equivalent to a basic tiered warrior. We will be just mildly buffing the amount of stats the bonuses and armor of this set give in general.

Acidic Armor

This armor has very low stat totals considering what it’s losing from an equivalent tiered item like hydra, these buffs should make it a little more reasonable.

DEF 16 -> 18

HP/MP 30 -> 50

Set Bonuses

2 Piece Bonus: 5 DEF 5 VIT-5 SPD -> 5 DEF 5 VIT 2 ATT -5 SPD

3 Piece Bonus: 5 DEF 10 VIT 50 MP -> 5 DEF 10 VIT 50 MP 3 ATT

4 Piece Bonus: 10 Def 10 Att 15 VIT -> 100 HP 10 DEF 10 ATT 15 VIT

Alchemist Assassin

This set received a nerf a while back as its weapon was providing too much damage boost when used as a consistent swap for optimal dps. Since then the set hasn’t seen much play and both the dagger and ability really struggle to shine on their own. We will be taking a look at those items to try and make it feel strong while still being unique.

Toxic Toad

The concept behind this item is cool but being poison only is a little messy. The poison has a damage boost but doesn’t boost anything without swapping unless you specifically use a very small number of poisons. It also has some issues with breakable walls requiring you to carry around another weapon. The poison will still be the main damage source here but this should make it slightly less clunky.

Now shoots a projectile with the following stats:

60-100 Damage

60% rate of fire

Pierces and Armor Pierces

Stat scaling has been removed from the poison’s Damageboost so it does not have the potential to get out of hand. To make up for this the damage boost has been increased to 27.5% as that is roughly what regular builds would have it scaled to.

Makeshift Blowpipe

This ability was really only useful in the full set, the base version only firing a single dart made it entirely unusable on its own. Items should not be designed like this, gaining extra effects with more pieces is nice but being entirely held back unless more parts of the set are equipped is bad design. We have also since gotten the ability to scale projectile type abilities off of stats so this item should now be able to be built around more.

Gains shots with additional set pieces -> Now always has 4 Projectiles

Projectiles deal 350-375 Damage and gain 4 damage per Attack.

Alchemist’s Disheveled Garbs

This item isn’t bad but it could use just a tiny bit more def to round it out.

12 DEF -> 14 Def

Protective Gloves

Similar to the armor this is offering generally good stats but it is just a tiny bit behind given access to it is in an exaltation dungeon. The proc is getting nerfed as it messed with the damage balance of the dagger a little too much making it too substantially stronger, and the added damage from the projectile should counteract this.

50 HP -> 60 HP

Reduced Additional poison chance with Toxin toad from 20% to 5%

Set Bonuses

3 Piece Set Bonus: 50 MP 5 ATT 4 SPD -> 50 MP 6 ATT 4 SPD

4 Piece Set Bonus: 50 HP 5 ATT 6 DEF -> 60 HP 6 ATT 6 DEF

Scientific Summoner

The ability of this set like the alchemist assassin has a problem where it really doesn’t do much when you are using it by itself. The weapon is rather poor performing and the actual stats on most of the items are ok but the set bonuses and rings stats are fairly lacking. 

C.L.A.W.

Burst weapons are always a little hard to balance, this one in particular seems like it does deal enough damage to be relatively viable for its power level but just does not feel very good to use on account of it’s lack of piercing. Comparing this item to morning stars after their buff is also a little tough so giving this item piercing should allow it to see some different use.

Projectiles now Multihit

B.O.O.M

Like other sets this ability was heavily reliant on equipping more pieces of the set to make it deal damage. Since we want to move away from this design as it has been limiting various abilities we have removed this function from this item and instead buffed it to near its full power.

Summon Shot count: 3

Summon Shot Cooldown: 0.6 seconds

Summon Shot Damage: 150-200

Explosion Damage: 1250

Explosion Radius: 4.5

C.O.N.T.R.O.L.L.E.R.

This ring’s stats could be a fairly comfy pick providing some defenses and speed but its overall just not enough power to be used by the time you are playing the dungeon this item can drop from. The specific stat spread of this item is competing with Crystallized mist and Rusty Cuffs so this needs to differentiate itself from those two in some way. We will do this by increasing the Def specifically removing the bonus MP in the process so it doesn’t directly compare to a tiered def ring.

Removed bonus MP

DEF: 5 -> 8

Set Bonuses

2 Piece Set Bonus: 20 HP -> 20 HP 2 ATT 2 VIT

3 Piece Set Bonus: 30 HP 5 ATT -> 40 HP 5 ATT 3 DEF

4 Piece Set Bonus: 30 HP 35 MP 5 ATT -> 60 HP 60 MP 8 ATT 2 DEF 3 VIT

Magmatic Mystic

This set has some pretty solid set bonuses but the items themselves, specifically the staff and ability are lacking. The armor and ring are a little lacking due to their specific stat spreads but are not terrible in their stat totals given where this drops, they just need smaller buffs.

Staff of Eruption

This staff is bad, like really bad, while it does fare significantly better against def than a normal staff it is dealing damage similar to a tier 7 staff. That is just bad, not to mention it’s also trading off range for this. This staff needs a massive buff to make it worth using.

Damage: 590-675 -> 700-860

Scorchium Stone

Scorchium Stone is an ability from a time where we were very very careful about giving non damage classes more ability damage. Over time we have eased up on this a lot and this item has seen itself fall off hard. The base damage of the item isn’t awful especially when curse is involved but we now have the ability to add scaling on top to make this item really scale up to keep it relevant beyond when you get it.

New Projectile Damage Scaling: 3 Damage Per Vit over 30

Projectile Arc Gap: 10 -> 9

Proc HP Threshold: 300 HP -> 50% HP

Proc stasis duration: 4 Seconds -> 2 Seconds (the item tooltip claimed this effect was 2 seconds but it was for some reason 4 seconds)

Molten Mantle

SPD: 3 -> 4

ATT: 3 -> 4

Ring of the Inferno

DEF: 3 -> 4

Set Bonuses

No change

Akuma Slayer Samurai

Akuma Slayer used to be one of the best full sets way back when ST sets were first being made due to having a good weapon and decent dps and hp spread. Unfortunately for this set the game has moved very far past where this set once was and it has been left alone with minimal changes. The items other than the weapon need buffs and the set bonuses are awkwardly distributed and need a revamp.

Ryu’s Blade

This item is mostly meant to make applying expose as easy as possible, but the damage it can deal is surprisingly decent with a fair amount of shots hitting at once. The passive stats on this waki are highly outdated as tiered wakis themselves provide up to 7 dex, meaning the 2 Attack on this are not only the wrong stat for the sets focus, but also just very low.

Expose duration: 3.5 Seconds -> 4.5 Seconds

2 ATT -> 8 DEX

Kamisimo

Dps stat heavy armors have been rather strange to balance as they usually have much smaller stat totals giving up lots of def for their meager dps stats meanwhile robes and leathers just have dps stats built into their tiered items. This item is no exception to that trend but we cant increase its dex too much without it encroaching on other dps armors.

DEF: 14 -> 16

DEX: 4 -> 5

Akuma’s Tear

The stat total on this ring is just generally abysmal, making this item useful requires retooling it as it currently is objectively worse than a tiered dex ring unless used to activate the full set bonus. Interestingly since Nile had its spd swapped for wis a while back it has left an appropriate stat niche open for this item to take.

HP: 30 -> 60

MP: 30 -> 60

DEX: 3 -> 4

SPD: 0 -> 4

Set Bonuses

2 Piece Set Bonus: 4 SPD -> 2 DEX 2 DEF 4 SPD

3 Piece Set Bonus: 3 ATT 10 DEF -> 40 HP 4 DEX 4 DEF

4 Piece Set Bonus: 100 HP -> 60 HP 6 DEX 4 DEF 4 VIT

Storm Caller Bard

This set is fairly modern and focuses on a specific small spread of stat bonuses, this means the set is mostly where it needs to be, but it can still use some small improvements particularly on the ability.

Thundering Chorus

This item deals pretty low damage for the modern standards of abilities and its “thundering” part of the ability is locked behind an item synergy. We do think these types of ability boosting item synergies are ok while the ones where an abilities power is entirely reliant on other parts is problematic. We will be keeping these synergies but adding power into the base ability.

Lightning Damage: 900 -> 1200

Now has the thunder explosions in the base ability, wearing augur of the tempest will instead trigger more explosions.

Wind Dancer Robe

This robe is mostly fine but we wanted to have it enable dex based builds more, to do this we are giving it even more dex at the cost of some attack.

DEX: 5 -> 12

ATT: 0 -> -5

Set Bonuses

No Change

Horrific Sorcerer

This set for the most part does have a clear identity, being a speed focused set with an ok spread of items but it also doesn’t cater all that well to its weapon or ability. The set as a whole does some weird things statistically and we want to try and keep those weird features of this set but just make it have more power.

Abomination’s Wrath

This wand belongs to a set that clearly wants its scepter to be the most powerful part, it deals alright damage but really is lacking any sort of boost to the players ability output. We are going to try and add power to this wand by making it give a bonus to sorcerer’s abilities rather than increasing its damage output.

New: 5% chance on shoot to restore 30 MP

New: 100% chance on shoot while dazed to restore 30 MP

Grotesque Scepter

Stunning yourself is a fairly big tradeoff even if the damage of this scepter is quite high. We will be trying to ease up on the tradeoff by replacing stunned with Dazed. We will also be shifting its scaling more towards speed but the incentive to build a hybrid wis build will still remain so you can get more base targets to utilize your full shockblast count.

Shockblast Damage Per Spd: 2.4 -> 4.5

Lightning Damage Per Wis: 6 -> 4

Replaced stunned on self with dazed on self

Horrific Claws

This ring simply doesn’t provide enough of its stats, at least not to warrant a dexterity penalty. We also think this set needs some kind of speed to wisdom conversion item to help synergize around the scepter, so we will be changing this item to achieve this.

DEX : -3 -> 0

ATT: 5 -> 3

HP: 40 -> 60

MP: 50 -> 60

New: 8% Speed gained as Wisdom

Set Bonuses

2 Piece Set Bonus: 3 SPD 3 DEF -> 3 SPD 3 DEF 3 WIS

3 Piece Set Bonus: 3 ATT 5 DEF 4 WIS -> 4 ATT 5 DEF 4 WIS

4 Piece Set Bonus: 30 HP 10 DEF 8 SPD -> 40 HP 10 DEF 10 SPD

Lost Golem Trickster

Most of this set is alright, but the 4 piece bonus of the set is holding it back a fair amount. The 3 piece bonus is also overly pushed so some of its power will be being moved into the 4 piece bonus.

Set Bonuses

3 Piece Set Bonus: 10 ATT 5 DEX -> 5 ATT 5 DEX

4 Piece Set Bonus: 40 HP -> 80 HP 5 ATT 5 DEX 5 DEF

Dragon Tamer Warrior

Dragon tamer has a really nice 2 piece bonus ring and armor combo but it really doesn’t have a lot going for it outside that. The sword has been buffed numerous times so we don’t want to try and push it again, instead we will focus on the lackluster 3 and 4 piece bonuses and helmet.

Helm of Draconic Dominance

HP buff no longer stacks, as the diminishing returns stacking was actually harmful to the item.

Now Provides berserk on self for 2 seconds

HP Buff: 125 HP -> 150 HP

Projectiles now have 1.5x hitbox size

Set Bonuses

3 Piece Set Bonus: 80 MP 5 DEX  -> 30 HP 30 MP 5 DEX 5 DEF

4 Piece Set Bonus: 75 HP -> 55 HP 50 MP 5 ATT 5 DEX 5 SPD

Pirate King Warrior

This is quite possibly the messiest set in the game, from the basically useless ring, the armor with no clear goal and some really odd set bonuses. This set needs a lot of work, we will have to tone down the 4 piece bonus as its also a potential balance issue now that we have enchantments but the set as a whole should be a lot better.

Tricorne of the High Seas

The tricorne has a potentially very powerful proc but very little active use cases. We want to add an active use for this helm so we will be adding a large cannonball attack on ability use. To balance this we are pulling a little bit of the damage and shotgun potential from the proc but allowing it to cover a wider area.

New: Now fires a large but slow cannonball on use that pierces targets and deals 1000 damage.

Proc cannonball Damage: 800 -> 500

Proc cannonball amount: 8 -> 10

Proc cannonball arcgap: 14 -> 18

No longer grants speedy

Naval Uniform

WIS: 4 -> 0

DEX: 2 -> -2

ATT 0 -> 8

First Mate’s Hook

HP: 10 -> 80

ATT: 1 -> 12

Dex: 1 -> -5

No longer can drop in pirate cave

Set Bonuses

3 Piece Set Bonus: 70 HP 50 MP -> 30 HP 30 MP 5 ATT -2 DEX

3 Piece Set Bonus: 100 HP 80 MP -> 50 HP 50 MP 10 ATT -3 DEX

4 Piece Set Bonus: 100 ATT -30 DEX -20 SPD -> 80 HP 80 MP 15 ATT 4 VIT -5 DEX -8 SPD

Weapons

Daggers

The Right Hook

It was pointed out that this item is essentially the same as a carved golem remains having the same range and mathematically the exact same damage. To make them just a little different the right hook is going to lose a tiny bit of range but gain a tiny bit more damage.

Range: 6.3 -> 6.1

Damage: 200-300 -> 215-315

Corruption Cutter

Corruption cutter is mostly fine balance wise among other daggers but farming it can be a massive chore. Instead of a balance update we will be increasing the drop rate of this item.

Abilities

Spells

The recent wizard modernization has given spells the ability to scale, unfortunately as they had no adjustment on their base damage this has resulted in a lot of already strong spells getting even stronger before you even put in the effort to build them. In addition spells have gotten much easier to hit due to no longer being locked to the center of the tile and key enemies having larger hitboxes, all of this means spells were way more consistent than before and they are in need of a nerf across the board. Most spells will receive a nerf to their base damage to counteract the extra scaling they get from maxing but a few spells will need additional nerfs.

Additional note: An earlier update during MotMG reduced the hitbox multiplier for all spells from 2x back to 1x as this had caused them to become so easy to hit you could actually perfect spellbomb with your mouse a tile or more away from most boss enemies. This change was left out of the patch notes on accident but has been active since then.

Tiered Spells

These spells were not good before the rework, and they still aren’t too good after the rework since their scaling isn’t very good. We will be increasing the damage scaling, but reducing the extra shot scaling to keep it from getting too out of hand. This should be a fairly substantial buff when building wisdom even with the additional shot scaling lowered.

Spell TierWisdom Per additional shotDamage scaling per wisdom
T010 -> 151 -> 0.5
T110 -> 151 -> 0.75
T210 -> 151
T310 -> 151 -> 1.25
T410 -> 151 -> 1.5
T510 -> 151 -> 1.75
T610 -> 151 -> 2
T710 -> 151 -> 2.25
Penetrating Blast Spell

Hp scaling a spell has proven to be an innate balance problem, this spell was initially supposed to scale on vit instead but the state of mantle of the monarchy stopped it from doing so. With priest rework mantle has been reworked so this item is now converting over to the initially intended vit scaling. This item will not reach the heights of the patch post wizard modernization as by design this spell is one of the easiest to use and most consistent in the game, so it shouldn’t be dealing the most damage of any spell.

Scales starting at 35 Vitality

Shot count scaling: 1 per 20 vit

Shot Damage Scaling: 3 damage per shot per vit

Wandering Souls Spell

Wandering soul spell seems mostly fine due to it being a early clearing spell and having pretty decent damage. The soul it spawns however feels a little tacked on and inconsistent, we are going to try to make it a little more useful by increasing its spawn chance and range as well as giving the large shots of the spell hitboxes that feel a little more appropriate.

Projectile Hitbox Multiplier: 1 -> 1.33

Soul spawn chance: 20% -> 33%

Soul Attack Range: 5 -> 6 Tiles

Jade Storm

This spell can be rather strong but ultimately feels bad to use. This can be attributed to its projectiles being rather slow making it hard to hit. The mana cost for the spell is also too high, its damage output per mana spent is on the lower end of spells. We will increase the hitbox and projectile speed of this spell while decreasing its mana cost.

Projectile Hitbox Multiplier: 1 -> 1.33

Projectile Speed: 11.4 -> 15 Tiles/s

Mana Cost: 125 -> 110

Sporous Spray Spell

We nerfed the radius scaling of this spell back in MotMG but the spell is still overperforming without any investment. Comparing this item to similar items on other classes has it outdamaging many of them while being a solid AoE option on a class that isn’t traditionally supposed to have AoE. We will be lowering the base damage of the spell a little but leaving its scaling as is.

Damage per explosion: 1000 -> 800

Recurring Terror Spell

Now that other spells have gotten easier to hit, this spell’s main draw has fallen behind a lot, its deals significantly lower damage than other spells and has very little purpose. This spell should still deal less base damage than most others since it scales on a dps stat but it should at least be able to catch up. A simple buff to this spell’s base damage should help. 

Damage: 200-300 -> 300-350

Runes of Knowledge

This spell is doing a lot of things at once and while none of them individually are that strong when they are all combined they become something that is a little overtuned. The radius on the area effect of this spell is pretty insane considering wizard isn’t traditionally supposed to be an AoE class. The area utility plus having good wisdom scaling is also a little too much power wise. We will be lowering the radius of the area effect and slightly lowering the scaling.

Rune Area: 7 -> 5 Tile Radius

Projectile Damage Scaling: 4.2 -> 3.8

Esben’s Vows

Big shards now Pierce enemies

Tablet of the King’s Avatar

Both tablet and Recurring terror sharing a scaling stat causes some tough competition in the space that tablet will almost always win. We will be changing tablet over to dex scaling so these items aren’t in competition anymore, additionally we will be slightly lowering tablets scaling value as items scaling on dps stats should not scale as well as wisdom items. 

Scaling Stat: ATT -> DEX

Starts scaling at 70 Dex

Damage Scaling: 2.8 -> 2.5

Ancient Eminence

This spell was scaling a bit too well, outclassing all of the tiered spells at wis scaling before the tiered spell changes. We will keep this niche of being the best wis scaler by a small margin but apply the same projectile count scaling change we did to tiered spells to keep them in check. To offset this loss we will slightly increase the base damage of the spell. We know the synergy of this spell with its set provides a ton of value, so we might need to reassess this spell when we get to reviewing the set in the future.

Additional projectile scaling: 10 -> 15 Wisdom

Projectile Damage: 60-120 -> 85-145

Wakizashis

Similar to spells Wakizashis have had a few overperformers since the modernization with some key UTs being extra strong while others are very bad. We will be trying to balance this out more so there are more viable options and so the top end doesn’t stick out as much.

Ronin’s Wakizashi

Ronin’s is in a mostly fine place being built primarily as a utility Waki for its very long slow duration. Unfortunately it’s shot count scaling is way too high, not for any balance reasons but because it simply causes too much visual clutter with even a little bit of wis. We will be lowering this but increasing the Wakis damage output.

Additional Projectile Scaling: 5 -> 12 Wisdom

Projectile Damage: 200-300 -> 275-375

Damage Scaling: 1 -> 3 Per Wisdom

Esben’s Twisted Heart

This waki is a huge underperformer, it’s harder to use, deals less damage, and costs more mana than almost every other waki. We do want to keep its mana cost as is as samurai doesn’t have many other huge mana cost abilities, but that means everything else needs to get better to make this worthwhile.

Projectile Damage: 100-250 -> 250-350

Trap Damage: 150 -> 1000

Fixed an issue where the last projectile wouldn’t reach all the way to the center of the pattern.

Wakizashi of Crossing Fires

During Motmg we changed this item so it scaled differently focusing on damage scaling instead of shot scaling, this was in fact a nerf because with the larger hitboxes of bosses the waki could hit almost all of its additional shots. Even with that change though this waki is vastly overperforming dealing the most base damage of any waki and scaling on a dps stat. Since this item and the strike mode of Kogbold Multitool are competing with similar niches this item will be made into the lower damage but higher scaling option of the two.

Projectile Damage: 480-600 -> 400-450

Damage Per ATT: 4.5 -> 5.5

Kogbold Multitool

As explained above we want this ability’s strike mode to be a higher base damage value but lower scaling option to the crossing fires waki. 

Strike projectile Damage: 450-500 -> 450-550

Fixed tooltip information for the various modes

Sentinel’s Sidearm

This item briefly applied a large damage vulnerability debuff to enemies, but this was disabled and never reenabled. On review we do not want this item to be doing that effect, and particularly not the strongest version of that effect that exists. Instead we are opting to give the item exposed like a normal waki and to increase its damage by a large amount.

Projectile Damage: 1000 -> 1500

New Exposed: 3 seconds

Armors

Wretched Rags

A little while ago we made a change to this armor giving it more dex at the cost of attack, this was largely balance neutral but was a change made to create a high dex build armor. This armor though already had its place for mana builds and by giving this armor two niches we are depriving other items of a potential niche. We are reverting this change back to its old dex stat and allowing wind dancer robe to take up this niche. This should not impact balance much.

DEX: 15 -> 5

ATT: -10 -> 0

Rings

Esben’s Wedding Ring

The special proc that was added to this item might only be able to be used on some classes consistently, but it provides so much value on an already strong durability effect that it was insane. Additionally the actual proc effect while it synergizes with Ase’s Echo does not make sense for what this item is stats wise. Instead we are going to switch this to a new effect making use of berserk. This is an experimental change that will be very powerful in some circumstances but do very little in others, we are set on moving away from the current effect but would like to hear thoughts on the new one.

Removed damage resistance/armored proc

New On Shooting While Berserk: Gain the damaging buff

Enchantments

Infernal Anger

This enchantment’s goal was to act as an item that could enable other low hp threshold items while not giving up too much of your survivability, unfortunately the way we went about it was wrong and we provided too much passive value.

Damage Resistance: 30% -> 5%

New Damage Resistance on shoot when below 70% HP: 20%

Misc. Changes

Item Changes
  • Volcanic Sheath scales properly again.
  • Void Doctor Priest ST items properly reflect changes done to Plague Doctor Priest ST items.
  • Tome of the Tarnished Gods have smaller orbs for less visual clutter.
  • Book of Geb tooltip no longer incorrectly reports scaling that it didn’t have.
  • Legion Elite Staff and Wand now have correct sprites… again.
  • Chaotic Scripture Shiny can now properly be used in the Item Forge as material for Oryx’s Sanctuary items.
  • Wandering Souls Spell and Ring of Skeletal Specters are now tradeable.
  • Embellished Quiver can no longer roll Stat Mod Multiplier (it had no scaling).
  • Tavern blueprints should properly show up in the Item Forge.
  • Hivemaster Helm should no longer have shiny enchantment slot rates.
  • Shard of the Intern x3 no longer gives 10 extra AoO shards.
  • Experimental Ring shiny now has the correct forge material value.
  • St. Abraham’s Wand shiny now has the correct forge material value.

Gameplay Changes

  • The lantern in Moonlight Village now properly heals 20HP/s as intended.
  • Kitsune Umi’s last spell effect was changed from Quiet to Silence.
  • Stromwell’s Rift III quiet durations increased from 3.0s to 9.0s.
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