The festivities are over and it’s time to get back in action! New year means that Realm Exalt is closer and with this patch we started to apply several tweaks and changes in preparation for that. You can also look forward to some new items that were added. Also, we will be running a Machine event for a few days, so don’t miss it!
See you in the Realm!
To help tidy things up in preparation for Unity and check off a bunch of tasks that have spent too long waiting deep in the priority list, we’ve taken some extra time to fine tune quite a few dungeons. These changes are a mix of balancing, bug fixes, quality of life tweaks, and even a few pieces of brand new content to spice up familiar challenges. There a lot to dig into (over 120!), so here’s an overview.
Abyss of Demons
Manor of the Immortals
Puppet Master’s Theatre
Candyland Hunting Grounds
Cave of a Thousand Treasures
Davy Jones’s Locker
Lair of Draconis
The Crawling Depths
Tomb of the Ancients
Lair of Shaitan
Mad God Mayhem
Once again, Oryx opened the gates of the Realm to let us add some stuff and fix a few issues.
You can see below the full list of changes going live with this new patch. As always, let us know what you think directly here or in any of our other social channels and keep reporting suggestions or issues you might encounter during your sessions.
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Rumors of a mighty new equipment set have been swirling throughout the realms, but the murmurs among the nexus can’t seem to agree on what myth is true. Some speak of an elite set of ninja gear, scavenged from the depths of the Abandoned Mineshaft. Others believe it to be a fiery mystic set, relics from the realm’s prehistoric era. Some even claim it to be a toxic assassin set, a nasty creation by some of the realm’s most vile foes. In truth, all three rumors are true, and they are ready to be unleashed!
The newest 3 ST sets are finally here! This time around, let’s check the details on the new Acidified Assassin, Magmatic Mystic, and Crystal Kunoichi (Ninja) ST sets, created by Aurum:
Note: A reminder that the older Assassin, Mystic and Ninja ST sets will start dropping with an increased drop rate at their respective dungeons tomorrow! For more information, stay tuned.
The new Bonus Program will be running for the next 3 weeks. In it, you will have a chance to gather all the new ST sets’ items. The Bonus Program starts tomorrow and will end on February 19th. More details below:
Start: January 29th, 2020 at 13:00 UTC
End: February 19th, 2020 at
12:00 UTC 16:00 UTC
Grace Period: 2 days (till February 21st, 2020 at
12:00 UTC 16:00 UTC)
Quest at the Tinkerer: till February 23rd, 2020 at
12:00 UTC 16:00 UTC
Hey guys! We decided to extend The Story of War II Bonus Program a bit so it will end on February 19th, 2020 at 16:00 UTC! With this small update, both the grace period and the quests at the Tinkerer are also extended to 16:00 UTC!
The War STory Chest can be exchanged at the Tinkerer for one of the following:
Each of those Mystery Crates contains their respective ST parts, their mini skin and:
Belladonna is once more ready to strike in this season of affection. For years now, she has attempted to thwart the wicked traditions of plucking flowers as gifts, frolicking through fields with a loved one, and carelessly trampling the foliage beneath your feet. But as you know, Belladonna has struggled in her efforts to match the strength of experienced heroes.
Not this time. Not again.
She’s moved to a new garden by the misguided mercy of a certain caretaker. And now her roots are more enriched than ever before. If you can still cut her down, she may have some new goodies to acquire. But she’s done being a pushover, and wants to make sure you know it. If you dare enter her garden this time, it may be the plant kingdom that reigns triumphant.
We have just pushed a change to fix Bella Buds not being properly immune to stasis, paralyze, stun, and slow. The rotating wheel phase should no longer break or cause the pattern to disrupt in unintended ways.
The Valentine’s Heart Encounter will spawn twice per realm: Once when you defeat all Red Demons, and a second time after you defeat all Ghost Kings.
It consists of a heart-shaped map with 8 gold hearts in the middle that you must light up by pushing the surrounding pink hearts into them. Watch out though, they’re guarded by Succubuses. To achieve your goal, you can:
Belladonna’s Garden has been thoroughly revised! The battle is bigger, the arena is brand new, the art direction has been expanded and improved (huge thanks to TLMaelstrom!), and Belladonna herself is a whole lot more dangerous. Be on your guard! She packs a punch, and may not be kind to adventurers who expect her to lay down and die like in years past.
Since Belladonna’s Garden went through a makeover, it’s only logical that Bella’s Key will also go through one! The key can now be opened anywhere, and may be purchased in the Mystery Shop.
Gem of Tenderness drops from Ice Cave and Ocean Trench.
Gem of Adoration drops from Haunted Cemetery and Cursed Library.
|Struck by Love||Love Letter x20||Heartstruck Bow||Once per account|
|Dazed by Love||Love Letter x40||Quiver of Dazing Love||Once per account|
|Snatched for Love||Love Letter x20||Cupid’s Garments||Once per account|
|Unbound Love||Love Letter x20||Ring of Unbound Love||Once per account|
|Mystery Valentine||Love Letter x40||Valentine’s Mystery Item||Daily|
Valentine’s Mystery Item drops items from the Valentine’s Day Archer Set!
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In this release, we have several noteworthy balance changes. Mainly, a revision of tiered abilities and certain tiered weapons/armor (a version of which was on public testing here), and the implementation of lower dungeon player caps that are now actually enforced, instead of being easily broken by entering a portal at once.
We realize balance changes can be cause for concern for players of all kinds, from casual beginners who are just getting familiar with the game’s systems, to veteran players who have optimized the game’s set of rules to routinely tackle endgame content. Because of this, we wanted to take the time to not just lay out the changes themselves, but explain the rationale behind them.
Let’s start with the equipment changes. There are three facets to this: Tiered ability rescaling, top tier weapon/armor rescaling, and drop rate/location changes.
|Tier||Shot Damage||Total Damage||WIS|
|0||15-20 (17.5)||300-400 (350)||0|
|1||30-40 (35)||600-800 (700)||1|
|2||40-65 (52.5)||800-1300 (1050)||2|
|3||50-90 (70)||1000-1800 (1400)||3|
|4||60-115 (87.5)||1200-2300 (1750)||4|
|5||70-140 (105)||1400-2800 (2100)||5|
|6||80-165 (122.5)||1600-3300 (2450)||6|
In case you missed the public testing session, most tiered abilities have received adjustments to streamline the progression from T0 to T6 while maintaining balance at T6. With Oryx 3 on the horizon and the introduction of T7 abilities, T14 weapons, and T15 armors, the unusual history of T6 abilities became problematic. As you may already know, the majority of T6 abilities are statistical duplicates of T5s, with the very minor addition of +2 VIT and WIS (these bonuses have been replaced universally with +20 HP and +20 MP). If T7s were introduced while ignoring this, T6 would become a largely useless step.
Previous class ability rebalances, such as scepters and traps, have adjusted these over time, but several instances remained. We wanted to take this opportunity to make the step from T5 to T6 a meaningful step across the board, while correcting a handful of other minor inconsistencies along the way. Very few of these changes are drastic enough to have significant impact on your choice of ability (as T6 itself has remained almost entirely the same to keep them on the level UTs are balanced around), but this does make T5s a less desirable substitute.
T13 Robe: +55 MP, +4 ATT, +13 DEF, +6 WIS
T14 Robe: +60 MP, +4 ATT, +14 DEF, +7 WIS -> +65 MP, +5 ATT, +15 DEF, +7 WIS
T15 Robe: +65 MP, +4 ATT, +15 DEF, +7 WIS -> +75 MP, +6 ATT, +17 DEF, +8 WIS
T13 Leather: +17 DEF, +5 DEX
T14 Leather: +18 DEF, +5 DEX -> +19 DEF, +6 DEX
T15 Leather: +19 DEF, +5 DEX -> +21 DEF, +7 DEX
T13 Heavy: +24 DEF
T14 Heavy: +25 DEF -> +26 DEF
T15 Heavy: +26 DEF -> +28 DEF
T12 Staff: 60-100 (80)
T13 Staff: 60-105 (82.5) -> 65-110 (87.5)
T14 Staff: 65-105 (85) -> 75-115 (95)
T12 Wand: 95-140 (117.5)
T13 Wand: 100-140 (120) -> 105-145 (125)
T14 Wand: 100-145 (122.5) -> 110-155 (132.5)
T12 Bow: 50-75 (62.5)
T13 Bow: 55-75 (65) -> 60-80 (70)
T14 Bow: 55-80 (67.5) -> 70-85 (77.5)
T12 Dagger: 95-175 (135)
T13 Dagger: 95-180 (137.5) -> 110-190 (150)
T14 Dagger: 100-180 (140) -> 125-205 (165)
T12 Sword: 220-275 (247.5)
T13 Sword: 225-280 (252.5) -> 235-290 (262.5)
T14 Sword: 230-285 (257.5) -> 250-305 (277.5)
T12 Katana: 135-180 (157.5)
T13 Katana: 145-185 (165) -> 150-195 (172.5)
T14 Katana: 150-190 (170) -> 165-210 (187.5)
Armor of Nil: +21 DEF, -2 SPD -> +24 DEF -4 SPD
Ritual Robe: +10 DEF, +5 ATT, +15 WIS, +40 MP -> +12 DEF +5 ATT +15 WIS +50 MP
Breastplate of New Life: +160 HP, +12 DEF -> +160 HP, +14 DEF
All Non-HP/MP T6 Rings: +9 -> +10
Post-WC top weapons and armors now also share a bigger distinction from the previous tier. This is primarily done to make the next two tiers of tops have a more noticeable impact on your character, rather than being a very slight increment and merely greater bragging rights. This makes them more competitive with certain UTs (with a few endgame UT adjustments accordingly) and a desirable upgrade from the comparatively much more common WC tops, making them a better match of rarity vs. value.
Specifically, the removals are from the Woodland Labyrinth, Deadwater Docks, Crawling Depths, Ice Cave, and Lost Halls/Cultist Hideout/Void (though the Cultist Hideout maintains unbound rings as a drop). That last one may stick out. However, it should be noted that this also comes with a dramatic buff in the drop rates of T13 weapons and T14 armors from their respective sources. Many have been doubled and some even as much as tripled, in an effort to keep WC tops economically valuable within their level while ensuring the loot from endgame dungeons is more in line with what an endgame player is looking for.
These changes correct many historical inconsistencies, taking into account more factors such as the length a dungeon takes to complete on average (Shatters UTs in particular being a major example). These adjustments should result in a generally more rewarding experience across the game, with less “outlier whites” such as Bulwark feeling far rarer than they have a reason to be. This has also partially been done to balance out the effects of the new dungeon cap system, which will be mentioned a little later in this letter.
Lastly, potion drops in endgame dungeons (Lost Halls, the Nest, and both stages of the Abandoned Mineshaft) have been tweaked to create less guaranteed drops and avoid completely flooding large masses of players from all getting several potions. This has been done in the interest of making sure the maxing process does not become overly efficient to those who run these dungeons frequently and allow dungeons like the Ocean Trench and Tomb to remain viable, while also aiming to restore some trading value to such potions.
We realize this may be alarming to some who have become accustomed to large endgame “raids” with mass payouts. However, the changes are not as severe as you may fear. In fact, some of the rates have even been mildly buffed. This change is primarily to help moderate the influx of potions without stripping endgame dungeons of expected loot. So rather than a group of 10 players getting 20 potions and a group of 85 players getting nearly 200 potions cumulatively, the results are more likely to even out at a spot that rewards adequately, but without sending an extreme amount of potions into the overall game. This disproportion leads directly into the final significant change.
Most experienced players are likely familiar with the player limit on dungeons, or more specifically, its ineffectiveness. Though a player limit has always existed on dungeons, it has historically been easily bypassed by simply entering a portal within the same few seconds. This has led to two major problems: Performance and balance.
On the technical side, fitting far more players onto a single map than expected creates problems. One of the most common sources of lag and other performance issues is having an overwhelming amount of players occupying the same limited space. While huge spaces like the realm are built for this, most dungeons are not.
From a gameplay perspective, the lack of real player caps also creates fundamental design problems. Even with scaling measures, virtually no content is built to be able to face off against 100+ players. Such huge mobs can make even the game’s toughest challenges much easier than intended, which ultimately makes for a less interesting and engaging gameplay experience over time.
We feel the game has a responsibility of both fun and stability, which is why we have fixed this long-lasting issue to properly cap dungeons. The default limit has now been placed at 65 for the time being, with a few exceptions based on previous limits (such as heroic dungeons being at 15, and alien wormholes at 25). For dungeons opened by keys, the host is also guaranteed a spot in the dungeon.
Note that the key opener’s spot is guaranteed for 25 seconds after the key is popped. After that time runs out, the slot expires and it can be filled by anyone that tries to enter the dungeon portal.
We understand that such changes may be worrying to some players, as this can indirectly result in higher difficulty for endgame content that can be handily steamrolled with larger groups, which will no longer be quite as possible. That said, we do believe that these are healthy changes in the interest of balance, long term gameplay enjoyment, and even trading viability.
We will be very closely watching the in-game impact these changes have, both in the immediate future and over some time as things settle and adapt. Some of these are certainly more impactful than others, and there will likely be some points of contention. We want to stress that none of these changes have been done without long, thorough consideration for the effects they will have. We hope that this letter has given you some insight on our rationale for such changes, and why we believe they are essential actions for the game’s future.
Top o’ the mornin to ya Realmers!
Not only is the Leprechaun back, but he brought some help. Now instead of one wacky short fellow, we have to chase two! Leprechaun’s cousin is just as fast and tricky as his relative. Legend says he tricked a mystical creature of its gold. As an act of vengeance, the creature took away the one thing the leprechaun’s treasure more than gold: The color green. To remind him of his crimes, the leprechaun was instead turned gold. Regal, but admittedly gharish. To this day, the cursed Leprechaun is haunting several dungeons, enjoying his gold but forever stripped of his green pride.
For some time now, you guys have been asking us if there will be an update in the key prices. We gathered a lot of feedback on this subject and decided that it’s finally time to update these. Among the usual 50/100/200 gold prices, you will also see a new one - 150 gold. The prices were set based on several criteria including rarity and loot (UTs, STs etc).
With this change, the Nexus shop will also be updated accordingly. Here is what a comparison table of the old and new key prices:
|Dungeon||Old Price||New Price|
|Pirate Cave Key||50||50|
|Forest Maze Key||50||50|
|Spider Den Key||50||50|
|The Hive Key||100||50|
|Dungeon||Old Price||New Price|
|Magic Woods Key||100||50|
|Sprite World Key||50||50|
|Undead Lair Key||100||50|
|Abyss of Demons Key||50||50|
|Toxic Sewers Key||50||50|
|Cursed Library Key||100||100|
|Snake Pit Key||100||50|
|Dungeon||Old Price||New Price|
|Puppet Master’s Encore Key||200||150|
|Secluded Thicket Key||200||200|
|Dungeon||Old Price||New Price|
|Deadwater Docks Key||50||100|
|Woodland Labyrinth Key||50||100|
|The Crawling Depths Key||50||100|
|Dungeon||Old Price||New Price|
|Mountain Temple Key||100||100|
|Ocean Trench Key||200||150|
|Ice Cave Key||100||100|
|Tomb of the Ancients Key||200||200|
|Fungal Cavern Key||200||200|
|The Nest Key||200||200|
|Lost Halls Key||200||200|
|Parasite Chambers Key||200||200|
|Dungeon||Old Price||New Price|
|The Machine Key||100||100|
|Heroic Undead Lair Key||100||150|
|Heroic Abyss of Demons Key||100||150|
|Battle Nexus Key||50||50|
|Ice Tomb Key||200||200|
|Rainbow Road Key||100||100|
|Santa Workshop Key||200||200|
|Mad God Mayhem Key||-||-|
|Halloween Cemetery Key||200||200|
|Legendary Mystery Key||Epic Mystery Keys||Rare Mystery Key|
|Secluded Thicket Key||Shaitan’s Key||Sprite World Key|
|Draconis Key||Reef Key||Abyss of Demons Key|
|Tomb of the Ancients Key||Deadwater Docks Key||Theatre Key|
|Fungal Cavern Key||Woodland Labyrinth Key||Toxic Sewers Key|
|The Nest Key||The Crawling Depths Key||Snake Pit Key|
|Shatters Key||Cemetery Key||Manor Key|
|Lost Halls Key||Davy’s Key||Undead Lair Key|
|Parasite Chambers Key||Mountain Temple Key||Magic Woods Key|
|Candy Key||Ice Cave Key||-|
|-||Cursed Library Key||-|
|-||Puppet Master’s Encore Key||-|
|-||Ocean Trench Key||-|
You will have a chance of getting the recently released Acidified Assassin, Magmatic Mystic, and Crystal Kunoichi Ninja ST sets (among other items) with the new Mountain Temple Enchanted Key and Davy’s Enchanted Key!
As a reminder, once popped, the key popper will get a chest which, upon defeat, will spawn the Mystery ST Crate.
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 green Leprechaun will also spawn in newly generated realms about 30 mins after the release is complete.
He also invited his yellow cousin to join the party, so try to catch him too and give him a warm welcome! Seems like disorientation runs in their family! The twist is that this little guy will only appear in the following dungeons, after you defeat the boss:
The Event will run from 03/11 - 12:00 PM UTC until 03/17 - 12:00 PM UTC.
Defeat Davy Jones, Daichi the Fallen, Gulpord the Slime God, Dr. Terrible, Septavius the Ghost God, and Archdemon Malphas for a chance to spawn the Yellow Leprechaun in their respective dungeons.
The Tinkerer has last year’s UT’s ready for the taking! The Patty Token will drop as follows:
We also have a few new UT’s that will drop both from the Yellow Leprechaun and the Pot of Gold in the Rainbow Road:
While chasing the wind, the Leprechauns dropped a nice and shiny package, which will give you a head start in completing quests! Open the In-game shop and find out what the FREE pack contains!
|Quest Name||Quest Requirement/s||Reward/s||Quest Type|
|Green Star||Patty Token x30||Clover Star||Once per account|
|Under the Rainbow||Patty Token x30||Sword of the Rainbow’s End||Once per account|
|Clover Arrow||Patty Token x30||Clover Bow||Once per account|
|A Leprechaun’s Blade||Patty Token x30||Katana of Good Fortune||Once per account|
|Lucky Choice||Patty Token x90||Leprechaun Mystic Skin OR Miss Shamrock Wizard Skin||Once per account/Item of Choice|
|Luckiest of Clovers||Patty Token x30||Lucky Clover||Repeatable|
It is almost time for the Realm Exalt - Open Beta! The Supporters had their go and with their help, we will be able to give you a more refined Realm experience to all Realmers starting April 15th!
In other news, it’s April Fools, and you know what that means? That’s right, absolutely nothing! Nope, nothing of note has been altered in any way, so please carry on with business as usual.
Upon using the Crystallized Fang’s Venom and Sporous Spray Spell, the colors of these abilities now match the respective items better
* The Golden Oryx Effigy can now drop Realm Gold
* Void and Crystal Cavern keys are now for sale in the Nexus, starting at 450 gold
* Every Lair of Draconis portal has a 1/10 chance to replace itself with the Consolation of Draconis, including keys
* Honey Scepter now inflicts Paralyzed for 4 seconds
* Helm of the Juggernaut rebalanced to boost defense by 5 instead of inflicting Armored
The new ST sets (the Acidified Assassin, Magmatic Mystic, and Crystal Kunoichi) now drop in-game!
Each of the sets now has their own packages and boxes, the latter are included in the ST boxes’ rotation. Starting today, the Magmatic Mystic ST and the Magmatic Mystic Skin Pack are available in the Mystery Shop!
Additionally, the drop rates on the old Assassin, Mystic and Ninja ST sets were increased (2 months ago)!
The Mystery ST Chest is also updated! The old Assassin, Mystic and Ninja ST items were replaced with the new ones!
The Glitch has returned in the Realm! Locate and dis”patch” him to access The Machine, which may have some strange new goods! Let’s just hope there are no bugs in the program…
We are also trying a new type of event. Every time you defeat Null in The Machine, there is a small chance for a Chest to spawn that will drop an April Fools Skin Bag guaranteed for everyone in the dungeon!
The April Fools Skin Bag contains a random skin of the April Fools Series, up to you to find out more about them ;)
P.S. Thank you Guill!
Hi there Realmers,
Starting today, we have 6 dungeons that will be hosting an increased Loot Drop and EXP event! To give you a better chance at getting those new Assassin/Ninja/Mystic ST sets, the events are in those sets’ respective drop locations.
It’s calm before the Realm Exalt Open Beta starting on April 15th, isn’t it? We have a few surprises up our sleeves… More details tomorrow!
Biff and Oryx 2 are up to something… Separate plans, of course (they don’t exactly think highly of each other), but dangerous nonetheless. Their plots may reveal themselves with Easter!
Type of Quest
Easter Quest 1
Golden Egg x20
Eternal Graved Greatsword
Once Per Account
Easter Quest 2
Golden Egg x20
Once Per Account
Easter Quest 3
Golden Egg x20
Eggre Battle Armor
Once Per Account
Easter Quest 4
Golden Egg x20
Tiara of Eggscellent Sturdiness
Once Per Account
Easter Quest 5
Golden Egg x20
Once Per Account
Easter Quest 6
Golden Egg x20
Sunny Side Bow
Once Per Account
Easter Quest 7
Golden Egg x20
Once Per Account
The quests will also run from 04/07 - 12:00 PM UTC until 04/14 - 12:00 PM UTC.
We added stat bonuses on the Easter Knight STs:
Don’t forget to claim your FREE Easter Pack in the Mystery Shop to get a head start on those Golden Eggs!
We are back with another set of fixes - for both Realm Exalt (Unity) and Realm on Flash. We also want to introduce an awesome cosmetics feature our lovely design team has been working on for awhile now. We know you want to look as fierce on the battlefield as possible but we also know you want to do it in style! Introducing Animations! More on that below.
Note: Acquiring the new patch requires you to close the client and launcher and then download the new version. Also, if you restart the launcher, it will provide you with the new link to download.
With these new animations, you can customize a specific UT ability and shine bright like a diamond!
The moment we’ve all been waiting for. After a public testing session or two (or three)… After the various feedback we got from you guys… It’s time to release the BARD class. With his musical tendencies and a lute in his hands, the Bard inspires your and your group’s attack range!
Most heroes are content with the sounds of clashing swords and earth-shattering spells polluting the battlefield. To some, it is one of life’s constants that they must either accept or be driven mad by. The Bard, on the other hand, finds that there is indeed room for improvement in the cacophony of battle. With the inspiring sounds of his lute, fellow adventurers will reach their full potential like never before!
How the new class looks, works and feels? Check out the Bard Spotlight here!
Note: The new Bard class is available only on Realm Exalt (Unity)!
Little by little, we are improving Realm Exalt, thanks to your help! The QoL ideas are more and more the talk of the town. We already started implementing some of your ideas and feedback alongside trying to improve performance and fix various bugs in this Beta version of Realm Exalt. Let’s take a look at what we have for you this time around:
Hi there Realmers,
After a rough patch with the Bard release last week, we are ready to make more improvements and fixes to both Realm and Realm Exalt. We have something special for you, something that you’ve all been asking for awhile now! Check what that is and more, below:
Introducing the Shard of the Intern! With a stack of those, you will be able to get one of the new Agent of Oryx abilities!
Agent of Oryx abilities:
The Shard of the Doorwarden was replaced with the Shard of the Intern in the drop tables of both the Prismimic and Guild chests.
What to do next? Gather Shard of the Intern x15 and double-click on the stack to get one random Agent of Oryx ability item. If you gather Shard of the Intern x30, you can visit the Tinkerer for an Agent of Oryx ability of choice!
Despite the wait for yesterday’s release, we truly hope that the 24-hour event and the additions to the free pack lifted your spirits at least a little bit! The Producer’s Letter: Part 2 that we published yesterday was also a reason for a lot of smiles that we saw around all platforms. The months to come should be exciting! And for the more immediate future, the new release is here with the Bard ST and the corresponding F2P Bonus Program where you have a chance of getting the full ST set. The release also comes with the new Nexus queue, other QoL improvements, bug fixes, cosmetics and more!
As announced on Monday, the campaign will last for 2 full weeks and your progress in this program will be tracked via the Music Note tokens! We can now share who will drop what amount of those tokens so the hunt can begin:
Remember, each Music Note will grant you 7 points towards the campaign upon consumption!
Some Realm Exalt improvements, some fixes our design team wants to update you on, some FP changes as promised in the beginning of the month, and an update on the events/quests! Want to find out more? Check below!
It’s time for the new ST sets to start dropping! Let’s find out where.
Oryx’s Sanctuary is officially out and open to all abominable knaves and feeble ants to try their hand at defeating the Mad God’s new and mighty final form. We hope you are ready to face him and his entourage! They are ready to face you. Here is what this release brings!
And finally, don’t forget to check out the official RotMG Discord for a special Oryx 3 giveaway where you can win an ST Set of choice!
belligerent creatures Realmers,
Today’s small release focuses on - you guessed it - Oryx 3. No shenanigans!
Hey there Realmers,
We have quite a few changes and improvements for you today! Some small ones like tooltips and inconsistencies that have been bugging you and us for a while now. Some big ones like changes on Oryx 3 and his loyal followers. We have those and a little something at the end, so keep reading and we hope you enjoy this update!
Balancing improvements on Archbishop Leucoryx, Chancellor Dammah, Chief Beisa, and the Mad God himself, Oryx 3, as well as much bigger changes to Treasurer Gemsbok.
In the ancient times before Oryx had clawed his way to absolute power, others sought the same might through one method or another. Buried deep within the Realm’s barren deserts lay vast ruins. Once built to summon and harness the power of another plane, it soon was home to an army of inanimate warriors, powerful constructs, and long-dormant spirits. But the spirits grew vengeful for their imprisonment, and soon calamity struck. The shrine was entirely annihilated, with the formerly imprisoned spirits being the only remaining alive. The shrine was abandoned, left to decay to the sands of time.
But now the ruins have been discovered. Overrun with wildlife, engulfed by sand, and monitored by the spirits that once ravaged it, remnants of the shrine’s history still remain. They are determined to eliminate all those who seek to know the answers of its past. Though the acquired knowledge from ancient times had unknowingly escaped, and this would not be the last time spirits were abused for warfare…
The Ancient Ruins bring you some new items and a special juice that will quench your thirst. Nothing’s quenchier. It’s the quenchiest!
Note: We also added the Sand Wanderer Trickster Skin as bonus loot! It will drop from the Sandstone Titan and the Genie. The Ancient Ruins Key was also added to the Epic Mystery Key.
Starting now until 08/25 - 12:00 PM UTC you can find Ancient Ruins Keys in the Mystery Shop!
We have a few fixes, some events and an ST Bonus Program for you today.
Lord Ruthven’s immortal masses are nothing if not cunning. The forbidden arts they practice are rejected by most righteous adventurers, but some fall to the temptation. To entice heroes to dabble in these wicked practices, a wicked set of items was created for rogues. Its users will no doubt find benefit in their vampiric powers and unorthodox weaponry, but this impressive might is to be wielded with caution.
Those who resist Ruthven’s scheme may find greater appeal in the gear of a capable (and fashionable) treasure hunter! Dug up from the Ancient Ruins and other places of luxury, the brand new archer set is fitted for exploration and eager to lead its owner to greater riches!
Archer ST Spotlight by sebchoof!
Rogue ST Spotlight by Hyperion!
Note: The Deathless Crossbow also now drops from the Corruption Phantom instead of Avalon the Archivist.
The new Bonus Program will be running for a little less than 3 weeks. In it, you will have a chance to gather all the new ST sets’ items. The Bonus Program starts now and will end on September 18th @12:00 PM UTC. More details below:
Each of those Mystery Crates contains their respective ST parts, their mini skin, and:
Realm Reconstruction Crew!
The day has arrived. The biggest MotMG to date begins today! Put on your hard hats and reflective vests and get in the spirit of Reconstruction - take part in the continuous rebuilding of our beloved game into something ever better! There is always plenty for us to do at the (Re)construction site, and you’re about to dig into the heftiest patch notes to date. Fitting them all into this post would be unwieldy, so there is a link further down to all the minutiae of what has been going on behind the scenes. And there will be plenty for you to do, too, if you take a look at the
MotMG Reconstruction Event Calendar!
Realm of the Mad God: Exalt stands on the shoulders of the giant that was Flash. Many of us (and you, we think) have fond memories not only of our own little big Flash game, but of the creativity and fun that this unique development ecosystem made possible. With Flash going away for good later this year, the time has come for Realm Exalt to hop out of the nest and soar. Starting today, Flash will no longer be an option on Steam, the website will not host the Flash client, and Realm will no longer be on Kongregate. Farewell, old friend! Big F…
For the most meticulous of the crew, here is a very exhaustive list of changes. For those eager for a review, read on!
Vital Combat is a brand new gameplay system that affects Health and Mana regeneration via Pet abilities and the Vitality and Wisdom stats. Vital Combat is meant to address the long-term health of the metagame by looking at just how players are challenged by the content.
When you are hit by a certain amount of damage, you will enter the In Combat state. This puts your WIS and VIT regeneration at half speed*, and adds a 2 second delay to your Pet’s abilities. The condition lasts for a base duration of 7 seconds but it is affected by your Vitality. For every 5 VIT the duration is reduced by 0.2 seconds with a minimum duration of 1 second.
*The regeneration speed of VIT and WIS has been doubled, which means that while In Combat you will passively regenerate as before, and while Out of Combat you will regenerate much faster!
The amount of damage to enter the In Combat state is scaled based on your Defense. You can see this Combat Trigger value by hovering over the new Vital Combat tooltip above your Fame bar.
Exaltation is the new endgame progression system, which will reward you with permanent upgrades for the stats of your Exalted classes. It will revolve around the endgame dungeons:
Whenever your 8/8 character finishes one of these dungeons by killing the boss, the completion is counted in the Exaltation system towards the corresponding stat for the class you are using. If you reach a certain amount of completions in each stat, you get stat bonuses. You can reach up to 5 stat bonuses in each stat. Every stat bonus gives you an increase of +1 to the stat (+5 to HP/MP), and they are permanent for that class. Forever. The Exaltation rewards certainly do not end with stat bonuses!
The Fast Learner Exaltations will give you a permanent bonus to XP gain on a certain class every time you achieve a certain amount of any stat bonuses on that class.
The Mastery Exaltations will give you a weapon attack damage bonus when you achieve a certain amount of each stat bonus of a class.
The Armor Proficiency Exaltations will decrease the time spent In Combat when you achieve bonuses in all stats on classes that wear the same armor type.
The Weapon Proficiency Exaltations will reward you with higher drop rates on all items when you achieve bonuses in all stats on classes that use the same weapon type.
Not only will your Exalted classes be powerful, they’ll look it too! If you achieve the impressive feat of maxing out all stats on a class, you will receive the
Exalted Skin for that class and decorate your Vault with new Golden Statues.
And while you are busy grinding out stat bonuses for any and all classes, you will be receiving these exclusive Pet Skins… until you max out all of them, and receive a permanent 10% drop rate on all classes!
This gourmand has a twisted relationship with food, hoarding it for himself yet utilizing it as a humiliating weapon. You will meet this new event boss next week and have the chance to punch him until he turns into little piles of food himself!
The Appetizer will spawn in the Mountains after all Red Demons are defeated. Along with him, three Food Piles spawn across the map. The Appetizer teleports to the food piles one by one and his properties change based on the Food Pile that he is next to.
The Food Piles will have a chance to drop their respective type of Food or a Mystery Stat Pot. They will also drop a guaranteed Food Voucher x1 token which stacks up to 40. You can double click the stack to turn it into a Food item - you can see the possible options in the full changelog document. The Appetizer will also drop a guaranteed Food Voucher x1. He can also drop any of the five Food Pile foods, Mystery Stat Pots, and a hefty Rogue Skin.
Realm is a decade old game that is still growing and moving forward, and we do not want older content to be left behind and feel obsolete. There must be a place and purpose for all, and shiny new sprites to boot!
The Pirate Cave, Spider Den, Snake Pit, Undead Lair, and Abyss of Demons have received dramatic overhauls in all aspects, with some much lighter changes to the Forest Maze as well. Even the Keyper has seen improvements and balance tweaks! We’ve got plenty of details in the full changelog linked earlier, so we recommend checking it out!
Stay up to date on which events are going to be active during MotMG in this thread. The thread will be updated each week.
As we mentioned last Friday, the old Archer and Rogue ST sets are now dropping with an increased drop rate!
The majority of the UTs and STs across the board are now also dropping with an increased drop rate as well! A complete list of individual items with buffed rates has been included in the full changelog document.
Randomly offset ground tile sprites now work on Exalt, allowing for more natural looking textures like grass with less obvious tiling.
Added Vital Combat and Exaltation pages to the in-game Journal.
Fixed “Player on Top“ option to not show other players’ projectiles and status effects on your character.
Fixed DC issues:
Fixed display issue of the Immune status on enemies.
Fixed issue with a character’s death not showing in the graveyard.
Fixed various tooltips typos.
Soon, you will find out who won in the Make a Wish raffle here. Rewards to be sent soon!
Since MotMG is all about change, we are now selling some items for fame in the Nexus Shop. Check it out in-game!
It’s time to kick the Reconstruction up a notch! Your hard work and dedication in gathering nails, screws, and planks has accumulated enough materials for the next stage of the Realm rework. Listed in these patch notes you will find the new features and improvements we were able to come up with for the second phase of Month of the Mad God!
We know you’ve been waiting for this one! Starting with today’s release, you will notice quite a change when entering your Vault. The first thing you will see, along with the updated aesthetics, is that all your vault chests have been rolled into one. Don’t worry, all your belongings are still in there!
You would no longer have to cycle from chest to chest anymore. With all your items at the same place and thanks to the search and filtering options in the new Vault UI, it will now be easier and faster than ever to find what you’re looking for. The same goes for the Gift Chest too!
In addition to the above, the Premium Vault is now available for you to store your potions in. Not only will it be easier to access them, but this way you will also have more slots available in your Vault for the rest of your items.
Players start with 16 available Premium Vault slots and are able to expand to 64 total slots at first. After that an upgrade is available to a total of 128 slots, then 192 slots. The last tier of expansion grants 256 total slots for your potions. Each upgrade would cost 500 gold with a maximum of 2000 for the most amount of slots, so the higher the tier the more value you get in terms of slots increase.
As you may know, this month we will be making significant changes to the overall XP and fame system. The goal of redoing this deeply outdated system is to give players more options to obtain fame (both alive and dead) as well as provide a better sense of progression throughout a character’s life.
As a first step for this update, we have updated XP values across the game to create a more consistent curve. That means the majority of dungeon enemies, bosses, and encounters have received a major XP buff which will make alive fame easier to earn than before. We’ve also increased the Quest XP Multiplier — which allows quests to give more XP than the level cap normally allows — from 1.6 times to 2 times. This should make levelling faster and more consistent overall.
Another aspect that’s coming with this update is equipment’s fame bonus has been replaced with a passive XP bonus. This means that equipment bonus will now increase the amount of XP you get for every monster kill while equipped, rather than be a part of the fame bonuses at death. Because of this, we’ve removed the Well Equipped fame bonus ahead of the full fame bonus rework.
The final part of the fame rework we are adding today is a brand new dungeon completion system, similar to Exaltations. The completion of a dungeon will now be based on a boss kill rather than exiting the portal. Just like Exaltations, you will need to deal soulbound damage for the kill to be counted (which is practically any amount of damage). We’ve made a few minor behind the scenes adjustments to some dungeons to make sure they work with the new system.
We hope you enjoy the additions we are bringing to you today and are looking forward to the remaining fame changes coming later this month! If you’re eager to get more info ahead of time on the fame bonus rework, check out last week’s blog if you haven’t already!
Last but not least, keep on gathering reconstruction materials. As always, there is a lot more to come in the future. For starters, watch out for the High Tech Terror dungeon gates opening soon.
Important: We are aware of some visual glitches after the release. We are already working on a solution to your reports of missing items. A hotfix is on the way for disconnection issues that occurred after the release.
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We have been working hard to fix the latest issues. Apart from fixing a bug that temporarily allowed duping of items, as well as making amendments to prevent server crashes and disconnections, we were also able to implement the following fixes and improvements:
And now onto the main topic!
Despite possessing hundreds of loyal minions and allies, it’s still lonely at the top for Oryx. Unfortunately for the Mad God, he’s not known for his heartfelt romantics, so he focused his pursuit for companionship on pets instead. Of course, all of the typical pets in the realm are decidedly NOT on Oryx’s side of the battle. This left him with no other option but to contact Dr. Terrible for another favor.
Putting his biological expertise to use, the doctor engineered a fiercely loyal lifeform tailored specifically to Oryx’s unique lifestyle (and complete inability to care for a pet). Tucked away in the castle laboratory, this aberrant abomination remotely feeds off of Oryx’s eternal rage. Such an unconventional choice of sustenance has led to more than a few side effects…
Introducing High Tech Terror! This brand new boss dungeon pits you against the F.E.R.A.L., a creature who was once cut content from the Mad Lab and now returns as a fully original encounter! You’ll need to use the classic green and blue vats to your advantage to make this otherwise invincible beast vulnerable. As you do, you’ll contend with some of the craziest shot patterns you’ve seen yet, even including laser blasts!
This flexible fight allows for a lot of agency in how you interact with the arena and limit the boss’s options, so think ahead! The attacks of both the boss and his minions get tougher as the fight progresses, and guiding the creature to more favorable positions can prove life-saving. Those who are victorious may get their hands on some powerful and eccentric new items!
Note that High Tech Terror has a player cap of 25, compared to the current standard of 65. For this reason, the Court of Oryx will temporarily create TWO High Tech Terror portals to accommodate larger numbers of people visiting Craig to seek it out.
P.S. A big shout-out to Saturn for the awesome F.E.R.A.L. art!
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