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.
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.
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.
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.
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.
The Tinkerer has last year’s UT’s ready for the taking! The Patty Token will drop as follows:
Quest Name | Quest Requirements | Rewards | Quest Type |
Sharp Clover | Patty Token x15 | Clover Star | Once per account |
Rainbow in a pocket? | Patty Token x15 | Sword of the Rainbow’s End | Once per account |
Spreading Luck | Patty Token x15 | Clover Bow | Once per account |
Chromatic Slashes | Patty Token x15 | Katana of Good Fortune | Once per account |
Lucky Prayer | Patty Token x15 | Staff of the Saint | Once per account |
Colorful Trap | Patty Token x15 | Painbow | Once per account |
Leprechaun’s Trickery | Patty Token x15 | Rainbow Rod | Once per account |
Leprechaun’s Tool | Patty Token x15 | Prismatic Slasher | Once per account |
Garments of Fortune | Patty Token x90 | Rainbow 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 Hat | Patty Token x30 | Leprechaun’s Lucky Hat | Daily |
Feeling Lucky | Patty Token x120 | Lucky Fourleaf Pet Stone | Once per account |
Golden Luck | Patty Token x120 | Golden Lucky Fourleaf Pet Stone | Once per account |
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.
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:
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.
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.
Our new repeatable missions will give you two new items that you can exchange at the Tinkerer for some special quests.
Quest | Restriction | Requirement | Reward |
Wondrous Drink | Repeatable, Item of choice | Bronze Reward Chest x1 | Greater 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 Treasure | Repeatable, Item of choice | Gold Reward Chest x1 | Royal 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 |
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
Using Blueprints
Transferring Blueprints to regular Vault
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.
-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
-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
50 Speed -> 55 Speed
Quivers tier 0-3 now Paralyze instead of Slow
Tier | Old Damage | New Damage |
T0 | 60-100(80) | 80-120(100) |
T1 | 100-140(120) | 140-180(160) |
T2 | 140-180(160) | 220-260(240) |
T3 | 180-220(200) | 340-400(370) |
T4 | 200-280(240) | 440-540(490) |
T5 | 250-310(280) | 560-660(610) |
T6 | 290-350(320) | 675-775(730) |
T7 | 330-390(360) | 800-900(850) |
Damage: 120-200 -> 150-250
Damage: 800-1300 -> 1150-1650
Damage: 650-750 -> 950-1150
Damage: 180-260 -> 300-420
Damage: 310-360 -> 925-1125
Shots: 5 -> 6
Arc Gap: 5 -> 4
Main shot damage: 200-250 -> 450-500
Additional Shots Damage: 75-100 -> 100-130
Damage: 85-130 -> 100-150
Shot 1 Damage: 250 -> 325
Shot 2 Damage: 150 -> 225
Shot 3 Damage: 100 -> 175
All trap durations reduced from 20 to 10
Tier | Old Damage | New Damage |
T0 | 60 | 85 |
T1 | 95 | 140 |
T2 | 140 | 225 |
T3 | 200 | 320 |
T4 | 260 | 440 |
T5 | 300 | 525 |
T6 | 350 | 610 |
T7 | 400 | 700 |
Damage: 350 -> 600
DEX: 2 -> 4
SPD: 2 -> 4
Damage:800 -> 1300
Duration: 10 -> 5 seconds
Effect: Curse for 2 seconds
SPD 4 -> 5
ATT 4 -> 5
Damage: 700 -> 1000
Duration 30 -> 10
Bubble Damage: 750 -> 1050
Damage: 125 -> 150
Duration: 6 -> 7 seconds
Damage: 800 -> 1000
Tier | Old Damage | New Damage |
T0 | 100-200(150) | 150-250(200) |
T1 | 175-275(225) | 250-350(300) |
T2 | 300-400(350) | 425-525(475) |
T3 | 400-500(450) | 625-725(675) |
T4 | 550-650(600) | 850-950(900) |
T5 | 700-800(750) | 1100-1200(1150) |
T6 | 850-950(900) | 1325-1425(1375) |
T7 | 1100-1200(1150) | 1575-1675(1625) |
+5 DEX
Damage: 1000-1500 -> 1500 -> 2000
Damage: 400-600 -> 450-650
Damage: 150-250 -> 300-500
Damage: 600-900 -> 1100-1300
Damage: 400 -> 500
Star damage: 400-600 -> 550-750
Bulb damage: 750-800 -> 1000-1100
Bulb explosion radius: 3 -> 3.5
Damage: 720 – 1440 -> 950-1900
Damage: 350 -> 400
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.
Tier | Old Damage | New Damage | Old scaling (per wis over 50) |
New scaling (per wis over 50) |
T0 | 35 | 65 | 1 | 2 |
T1 | 55 | 95 | 1.5 | 3 |
T2 | 80 | 140 | 2 | 4 |
T3 | 110 | 180 | 2.5 | 5 |
T4 | 140 | 230 | 3 | 6 |
T5 | 170 | 270 | 3.5 | 7 |
T6 | 180 | 300 | 4 | 8 |
T7 | 190 | 320 | 4.5 | 9 |
Damage: 90 -> 170
Radius: 4.25 -> 4.5
Heal radius: 6 -> 5
Damage Scaling: 2.5 -> 5.5
Damage: 130 -> 270
Damage Scaling: 3 -> 7.5
Heal Radius: 6 -> 5.5
MP cost: 110 -> 120
Proc Chance: 70% -> 100%
Summon damage: 250 -> 200
Summon fire rate: 0.4 -> 0.6
Damage: 160 -> 260
Damage Scaling: 3.2 -> 6
Damage: 100 -> 150
Damage Scaling: 4 -> 7
Plant Damage: 125 -> 150
Heal Radius: 6 -> 4.5
Damage: 120 -> 250
Damage Scaling: 5 -> 12
Radius: 2.75 -> 3.25
Damage: 100 -> 260
Radius: 2.25 -> 2.5
Damage Scaling: 5 -> 9
Heal Radius: 4.2 -> 3.5
XP bonus: 8 -> 7%
Damage: 400 -> 500
Armor ignore: 400 -> 500
Cooldown: 4 -> 2 seconds
Base Damage: 200 -> 175 (Still decays 25 every second)
Damage Scaling: 7.5 -> 11
Base Damage: 350 -> 400
Explosion 1 Damage: 400-500 -> 500-600
Explosion 2 Damage: 350-450 -> 400-500
On use effect: Slowed -> -50 Speed
DEF: 2 -> 4
VIT: 2 -> 4
Burst Radius: 3.5 -> 4.5 Tiles
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)
MP Cost: 120 -> 90
New Effect: Healing for 4 Seconds
New effect: when worn with the rosary spawns 3 bat summons
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
MP cost: 100 -> 90
Offset angle: 75 -> 60
MP cost: 65 -> 85
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.
MP Cost 120 -> 110
Speed Boost duration: 2 second -> 3 seconds
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.
MP cost: 150 -> 130
VIT: -5 -> 0
Damage: 100-200 -> 400-600
MP cost: 120 -> 110
Damage: 500 -> 600
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.
Damage 400-600 -> 500-700
ATT: 2->4
SPD: 2->4
MP cost: 120 -> 100
SPD:3->5
Reworked, now grants 15 DEF to nearby allies on use
Cooldown Removed
Mp cost: 115 -> 100
Damage: 100 -> 150
Rehearsal version damage 80->100
Fixed rotation speed
Bee Projectile speed 5t/s -> 6.5 t/s
Xp bonus: 8% -> 7%
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 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.
Damage: 200-235 -> 205-240
Damage: 95-140 -> 105-150
Shots gain Multihit
Tier | Old Damage | New Damage |
T7 | 50-60 | 55-70 |
T8 | 55-60 | 60-70 |
T9 | 55-65 | 60-75 |
T10 | 60-65 | 65-75 |
T11 | 60-70 | 65-80 |
T12 | 65-70 | 70-80 |
T13 | 70-75 | 75-85 |
T14 | 75-80 | 80-90 |
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.
Damage: 110-165 -> 115-170
Damage: 180-210 -> 195-225
Damage: 340-390 -> 350-400
Range: 4 -> 4.5
Damage: 525-575 -> 550-600
Damage: 120-150 -> 125-150
Damage: 200-210 -> 200-215
Arc gap: 10 -> 8
Projectile speed: 4 tiles/s -> 6 tiles/s
Arc gap: 9 -> 6
Fire rate: 100%->95%
Damage increased to reach slightly higher maximum damage and scale better on defense with the fire rate reduction
Tier | Old Damage | New Damage |
T7 | 45-80 | 50-85 |
T8 | 55-90 | 60-95 |
T9 | 60-95 | 65-100 |
T10 | 65-100 | 70-105 |
T11 | 70-105 | 75-115 |
T12 | 75-110 | 80-120 |
T13 | 85-120 | 90-130 |
T14 | 95-125 | 100-135 |
Removed pattern swap mechanic
Fire pattern changed
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.
Reworked, Now fires a line of 4 projectiles with different ranges, blue pierce, orange armor pierce
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.
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.
Max HP: 0 -> 20
Max MP: 50 -> 20
WIS: 4 -> 5
VIT: 4 -> 5
Max MP: 15 → 0
DEF: 5 -> 10
DEX: 3 -> 4
Max MP: 45 -> 90
WIS: 10 -> 16
MP Discount: 25% -> 20%
WIS: 7 -> 5
VIT: 7 -> 5
Proc chance: 10% -> 20%
DEF: 11 -> 10
Max HP: 30 -> 60
ATT: 5 -> 6
ATT: 8 -> 10
DEX: -3 -> -4
SPD: 3 -> 4
DEF: 26 -> 30
SPD: -3 -> -5
DEF: 15 -> 17
VIT: -2 -> -4
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
Max MP: 100 -> 120
WIS: 7 -> 8
Damage Threshold: 70 -> 50
Cooldown: 45 seconds -> 40 seconds
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
VIT: 3- >5
DEF: 3 -> 5
XP Bonus: 0 -> 2
Proc Radius: 3 tiles -> 4.5 Tiles
XP Bonus: 0 -> 2
HP/MP: 30 -> 40
Other stats: 1 ->2
DEX: 3 -> 4
WIS: 3 -> 4
Xp Bonus: 0 -> 1
New proc: Onshoot 10% chance to restore 5 MP, Cooldown 0.4 seconds
New proc: MP discount of 10%
Max HP: 40 -> 50
Max HP: 0 -> 40
Max MP: 0 -> 40
Rate of fire: 50% -> 60%
Damage: 275-290 ->245-260
DEF: +5 -> +8
Proc Cooldown: 6 seconds -> 8 seconds
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