Public Testing: Season 28 Part 1

Development Update

Realmers,

Public testing is live this weekend. Season 28, Part 1: Hydroflow is here with new rewards, dungeon modifiers, Summoner rework, and more. Jump in, try it out, and let us know what you think.


Season 28 – Hydroflow

After Emberbloom, comes Hydroflow. In S28 we are introducing a new set of reskinned T6 Abilities & an engraving that can be applied to them

They will be available in all dungeon events run in this first part of the season, and in the BattlePass.


Battle Pass

Complete the BattlePass to receive a chance to get Sea Jelly Wizard Skin and a Spitting Octopus Summoner Skin.

Obtain event tokens and a new engraving via the Battle Pass.

Sea Jelly Wizard

Spitting Octopus Summoner Skin


Missions

Mission Tree will be updated after 16 UTC on Friday 4/3/2026.

Rewards will include:

  • New Reskin Ability Tokens
  • New Engraving
  • New Title – Placeholder
  • Themed Cosmetic (New Emotes + Themed Old Skins)
  • BXP

Crucible

The Hydroflow Crucible introduces a modifier that enhances magical capabilities while reducing physical combat effectiveness.

Buffs & Utility

  • Speed: +12
  • Wisdom: +12
  • Max MP: +20%

Passive Ability: Energized on Hit

  • Gain Energized when struck by an enemy.
  • Duration: 3 seconds
  • Cooldown: 10 seconds

Stat Penalties

  • Attack: −5
  • Dexterity: −5
  • Vitality: −25%

Bonuses

  • Battle Pass XP: +15%
  • Loot Drop Chance: +10%
  • Experience Gain: +10%

Realm Event

Extra Dust will drop from Encounters & Beacon Guards.


Dungeon and Modifier Events

Chest Event in Adept dungeons: Get a chance at reskinned T6 Ability Tokens, which can be turned into a selection chest.

Chest Event in Expert dungeons: Chance to get Hydroshock Engraving.

Chest Events will also have the chance to drop old summer themed character skins & aquatic pet skins.

Water Bubbles will spawn at a chance after killing minions in most event dungeons. In Secluded Thicket, Cnidarian Reef & Lair of Draconis multiple water bubbles will spawn after defeating the boss. The bubbles have placeholder loot at the moment, on release the drops would include New Cloth, New Emotes & Mystery Stat Pots.

Rotation:

  • Week 1 – Secluded Thicket & Cultist Hideout 
  • Week 2 – Lair of Draconis & Spectral Penitentiary
  • Week 3 – Cnidarian Reef & The Nest
  • Week 4 – Deadwater Docks & Adv Steamworks

Shiny Items

Base UT ItemSource Dungeon/Area
Berserker’s BreastplateAbyss of Demons
Captain’s RingDavy Jones’ Locker
Crystal WandMysterious Crystal
Shield of OgmurThe realm
Swarmlord SigilThe Nest
Kyuuketsuki HitogoroshiManor of the Immortals

Summoner Class Modernization

The Summoner Class Modernization is Here!


We’ve completed the long-awaited modernization of the Summoner class. Similar to previous class reworks, all Summoner abilities will now scale with your character’s stats as you increase in power.
Ability Scaling: Tiered Maces will now scale with your Wisdom stat. However, different Unique/Untiered (UT) Maces can scale with almost any other stat, depending on the specific item you are using.

Introducing “Summon Power” (SP)

A new sub-stat, “Summon Power” (SP), has been added to the game.

  • Summon Cost and Cap: Summons now have an associated Summon Cost. You can continue to create summons until you reach your Summon Cap.
  • Default Cap: All classes will have a default Summon Cap of 9, and this stat will not require maximum investment.
  • Initial SP Increase Method: For this release, the only way to increase your Summon Power is through a new Summon Power StatMod multiplier tradeoff enchantment. This enchantment slightly reduces the individual power of your summons in exchange for a larger army.
  • Future Updates: In the future, you can expect to see direct Summon Power increases on more UT items and enchantments.

Dungeon Modifiers

Dungeon Mods System Changes

Dungeon mods as a system was built some time ago and then left alone for quite a while with little to no improvements. Modded dungeons were almost pointless to run unless they explicitly made content easier or had one of the few good reward mods. Most times finding an S grade dungeon would just make a dungeon harder with almost no gain to the player. You also were finding these harder S dungeons much more often on dungeons that were already hard to do, making the situation even worse. We are addressing all of this and some more things with a new series of changes to the dungeon modifier system.

New mods have been made, some using new modifier types, and some combining multiple old modifier types in various forms. We are planning to add more and more dungeon unique mods in future updates as well.

Dungeon mods are now considered one of four types, Standard, Unique, Reward, or Dungeon Uniques. A modded dungeon can have any number of Standard mods but only one of each of the other categories.

All modifiers now come with a reward boost, this can be loot, XP, or Dust boosts or a combination of them. The types and rates are roughly based around the difficulty of the mod so harder dungeons should be more rewarding.

Mods now roll similar to enchantments using a Label and Weight system, this allows us to control the individual rarity and compatibility of mods.

As we can now more specifically control mod rarity, most mods that had a chance to give some reward, like exaltation banners or generous, now always give that reward.

Many mods that were previously considered reward mods but didn’t explicitly give a reward are now classified as unique mods and wont block the dungeon from having a proper reward mod. This includes things like wanderer, prismimic, or spider swarming.

Reward mods that aren’t that inherently rewarding will have higher other boosts.

Mods that impact enemy patterns and behaviors like projectile speed or fire rate have been removed. Mods that impact difficulty directly like damage or hp have been added back, but come with proper rewards.

The rates of dungeon mods on natural dungeon drops have been standardized across all dungeons, this means any dungeon has the same chance of getting a D or S grade, skewing towards lower grades with less mods, as more mods inherently means more rewards now. S grade dungeons should be rarer to find, difficult, but also with high enough rewards to make them worth doing.

Standard mods now all have 4 tiers with each tier providing a greater effect and greater reward.

D and C grade dungeons have 1 mod slot, B 2, A 3 and S 4. In addition D grade dungeons cannot roll higher tier mods, while S grade dungeons cannot roll tier 1 mods.

You can now lock modifier slots in key rerolling, but this increases the cost of a reroll per slot by a flat amount based on the key.

New Dungeon Mods

With a new mod system we are also introducing a few new mod types that can help build out the pool and make dungeons more varied. These mods can be found in both positive and negative forms. More types and more mods are likely to come in the future.

  • Healing/Mana recovery modifier mods
  • % current health and maximum health damage
  • Stat altering mods, for example a dungeon might give you more dex but less Att.

Grade Representation

Dungeons can have different grades, and depending on the grade, both the number and type of mods can change. To represent this, each grade has been assigned a new specific color and icon. 

  • No grade: Gray
  • Grade D: Green
  • Grade C: Blue
  • Grade B: Purple
  • Grade A: Yellow
  • Grade S: Magenta

For keys, the icon appears in the bottom-right corner of the inventory or chest slot, and it features a glow in the corresponding grade color around the sprite.

This element is also displayed next to the name of the portal or key when its tooltip is open. In this case, the icon additionally includes the letter corresponding to the grade on top.

Dungeon Mod Layout

Each mod is assigned to a specific slot within different UI sections. All mods include a title and a description, though some elements may vary depending on the case.

Mod Types
There are four types of dungeon mods. Each type is visually identified by a unique outline color and an icon displayed before its name:

  • Dungeon Special Mod
    • Color: Holographic
    • Icon: Spark / Star
  • Reward Mod
    • Color: Gold
    • Icon: Gift
  • Unique Mod
    • Color: Silver
    • Icon: Diamond
  • Normal Mod
    • Color: Gray
    • Icon: None

Bonuses
Individual dungeon mod bonuses such as loot, dust, or XP are displayed to the right of the title. These bonuses appear between brackets [ ]. If no bonus is present, the element is not shown.

Updated UI

Tooltips
Since the grade colors were updated, the tooltips have been updated as well with these new colors and elements. The dungeon mods now appear with their new visual representation inside a section titled Dungeon Mods. Below the title of the section, the keybinds to open the refine UI are shown when it is a key tooltip. At the bottom right of the mods section, the total sum of bonuses is displayed, if any are present.

Refine Key UI
The key refine UI has been completely redesigned, this UI can be accessed from the key. The screen is divided into different sections, one focused on the grade and another on the dungeon mods. In this screen, several actions can be done:

Lock/Unlock mod

In the list of mods, each one can be locked or unlocked. Locked mods are not affected by rerolls and remain unchanged.

Reroll mods

All unlocked dungeon mods in the list are changed.

Upgrade key

Increases the key’s grade. It is no longer possible to go back to a previous grade. When upgrading, any unlocked mods are modified.

Dungeon Credits
Due to the excessive length of the key tooltips and their descriptions, which made important information impossible to see, it has been decided to remove dungeon credits from the keys.

Now, in addition to being shown on the credit screen in the pause menu, a new icon now appears in the top left corner to indicate that a dungeon is community-made.

Once inside the dungeon, if it includes credits, a button with the same icon will appear next to the minimap. Hovering over this button displays a panel with the dungeon’s credits.

This makes sure that credits are always visible within the dungeon itself, rather than only on the keys, especially since dungeons dropped in the Realm did not previously display them.


Misc

  • Relentless Springs biome is removed.
  • The Broken Egg Shell tokens are not available anymore.
  • All April Fool’s reskins are removed.
  • The Mission description text is now clearly visible on the Active Mission information UI.

Known Issues

  • Player gets disconnected when their summon is on a tile that then becomes no-walk
  • Key Refine menu appears inside dungeons
  • Locked key mods are unlocked again after each reroll
  • Dungeon mod icons are not shown on some of the keys (like KSW, AKSW, Plagued Nest etc.)
  • Tooltips of all keys display Dungeon Event info without any event being active.