Hello Realmers,
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.
Hello Realmers,
It’s time to sharpen your weapons and tidy up your backpack.
In the following days, you will have the chance to obtain some XP bonus and some amazing loot.
Moreover, three new sets are now available directly from in-game loot, you don’t want to miss out on these!
New ST Sets Drop’s locations
Starting Wednesday (January 15th), the new Warrior, Priest and Huntress sets will finally drop in-game and you will be able to get them, or at least try to get, from the enemies you can see in the list below. Good hunting!
Pirate King Warrior Set
Weapon - Swashbuckler’s Sickle -> Davy Jones (Davy Jones’ Locker)
Ability - Tricorne of the High Seas -> Jon Bilgewater the Pirate King (Deadwater Dock)
Armor - Naval Uniform -> Sunken Treasure (Davy Jones’ Locker)
Ring - First Mate’s Hook -> Dreadstump the Pirate King (Pirate Cave) and Deadwater Docks Treasure Chest
Mad God’s Messenger Priest Set (all drops in Oryx’s Castle)
Weapon - Theurgy Wand -> Oryx the Mad God 1
Ability - Ceremonial Merlot -> Janus the Doorwarden
Armor - Anointed Robe -> Both Stone Guardians and Suits of Armor
Ring - Ring of Pagan Favor -> Brute of Oryx and Commander of Oryx
Horticultural Huntress Set
Weapon - Bergenia Bow -> Swarm Tree (Woodland Labyrinth)
Ability - Lifebringing Lotus -> Fountain Spirit (Magic Woods)
Armor - Hollyhock Hide -> Murderous Megamoth (Woodland Labyrinth)
Ring - Chrysanthemum Corsage -> Mecha Squirrel (Woodland Labyrinth)
Additionally, after the release, the Mystery ST Chest and the Mystery ST Skin items will start dropping the new Warrior, Priest and Huntress ST items and mini skins. The old ST sets (Dragon Tamer Warrior, Priest of Geb and Swarming Huntress sets) will be removed from both items.
Janus Chest Event
The Event will run from 16/01 - 12 PM UTC until 20/01 - 12:00 PM UTC.
Defeat Janus to spawn the Event Chest.
Davy Jones (x1.5 Loot and x1.5 EXP)
Deadwater Docks (x1.5 Loot and x1.5 EXP)
The events above are just a part of the series of Dungeons where you can get the sets. In the following days, we will reveal the name and time of the others.
Hello Realmers,
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.
Dungeon Polish
Candyland boss now spawning safeguards correctly
Added intended sprites and animation for Crystal Entity and Crystallized Fish
Crystal Prisoner’s dialogue correction
Sets
Pirate King Warrior, Mad God’s Messenger and Priest Horticultural Huntress sets are now available as normal drops in various Dungeons
Old ST sets (Warrior, Priest & Huntress) removed from ST Chest
New ST sets added to Mystery ST Chest
New ST skins added to Mystery ST Skin
Bazaar Additions
Small Candy Cane Cloth
Small Holiday Lights Cloth
Small Mixed Lights Cloth
Small Peppermint Cloth
Small Snowflake Cloth
Small Snowy Night Cloth
Large Candy Cane Cloth
Large Holiday Lights Cloth
Large Mixed Lights Cloth
Large Peppermint Cloth
Large Snowflake Cloth
Large Snowy Night Cloth
Misc
Lunar New Year Nexus theme added
Bells and Campaign tokens removed
Shards of the Mad God changed for Shard of the Doorwarden in Prismimic’s loot table
Fixed a redirection issue of the Login Calendar
Hello Realmers,
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:
Crystal Kunoichi (Ninja) ST Set
Quartz Cutter
Crystalline Kunai
Luminous Armor
Radiant Heart
Mini Crystal Kunoichi Skin
Magmatic Mystic ST Set
Staff of Eruption
Scorchium Stone
Molten Mantle
Ring of the Inferno
Mini Magmatic Mystic Skin
Acidified Assassin ST Set
Toxin Tooth
Virulent Venom
Acidic Armor
Pernicious Peridot
Mini Acidified Assassin Skin
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.
A new ST Bonus Program - A STory of War II: a Ninja, a Mystic and an Assassin…
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
Update 02/17
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!
Rewards
The War STory Chest can be exchanged at the Tinkerer for one of the following:
Mystery Ninja ST Crate
Mystery Mystic ST Crate
Mystery Assassin ST Crate
Each of those Mystery Crates contains their respective ST parts, their mini skin and:
Char Slot Unlocker
Ambrosia
Vault Chest Unlocker
Mystery ST Shard x5
Golden Lucky Clover
Introducing the Avarice Medallion. It is a token that can be found on some of the ranks of the Bonus Program. Once obtained, visit the Tinkerer’s and pick 1 (one) of the new ST sets’ items!
Hello everyone,
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.
Tiered Item Changes
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.
Tiered Ability Rescaling
Cloaks
Tier | MP | Range Boost | DEX/SPD |
---|---|---|---|
0 | 55 | 2.5 | 0/0 |
1 | 60 | 3 | 0/0 |
2 | 65 | 3.5 | 0/3 |
3 | 70 | 4 | 0/5 |
4 | 75 | 4.5 | 3/5 |
5 | 80 | 5 | 4/5 |
6 | 85 | 5.5 | 5/5 |
Quivers
Tier | MP | Damage | DEX |
---|---|---|---|
0 | 45 | 60-100 (80) | 0 |
1 | 50 | 100-140 (120) | 1 |
2 | 55 | 140-180 (160) | 2 |
3 | 60 | 180-220 (200) | 3 |
4 | 65 | 200-280 (240) | 4 |
5 | 70 | 250-310 (280) | 5 |
6 | 75 | 290-350 (320) | 6 |
Spells
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 |
Tomes
Tier | VIT |
---|---|
0 | 0 |
1 | 1 |
2 | 2 |
3 | 3 |
4 | 4 |
5 | 5 |
6 | 6 |
Helms
Tier | MP | Duration | DEF |
---|---|---|---|
0 | 55 | 3 | 2 |
1 | 60 | 3.5 | 3 |
2 | 65 | 4 | 4 |
3 | 70 | 4.5 | 5 |
4 | 75 | 5 | 6 |
5 | 80 | 5.5 | 8 |
6 | 85 | 6 | 10 |
Shields
Tier | MP | Shots | Damage | DEF |
---|---|---|---|---|
0 | 85 | 1 | 55-90 (72.5) | 2 |
1 | 85 | 2 | 100-140 (240) | 3 |
2 | 90 | 3 | 150-190 (510) | 4 |
3 | 90 | 3 | 190-240 (645) | 6 |
4 | 95 | 4 | 230-280 (1020) | 8 |
5 | 95 | 4 | 270-330 (1200) | 10 |
6 | 100 | 5 | 300-360 (1650) | 12 |
Seals
Tier | DEX |
---|---|
0 | 0 |
1 | 0 |
2 | 2 |
3 | 2 |
4 | 3 |
5 | 3 |
6 | 4 |
Poisons
Tier | MP | Radius | DoT | Impact | Duration | WIS |
---|---|---|---|---|---|---|
0 | 25 | 2 | 100 | 20 | 3 | 0 |
1 | 40 | 2.5 | 200 | 50 | 3.2 | 1 |
2 | 55 | 3 | 300 | 80 | 3.5 | 1 |
3 | 70 | 3.5 | 400 | 110 | 3.7 | 2 |
4 | 80 | 4 | 500 | 140 | 4 | 2 |
5 | 90 | 4.5 | 600 | 170 | 4.3 | 3 |
6 | 100 | 5 | 700 | 200 | 4.5 | 3 |
Skulls
Tier | MP | Heal |
---|---|---|
0 | 40 | 35 |
1 | 50 | 45 |
2 | 70 | 65 |
3 | 85 | 90 |
4 | 100 | 100 |
5 | 110 | 105 |
6 | 115 | 110 |
Traps
Tier | MP | Damage | Radius | ATT |
---|---|---|---|---|
0 | 40 | 60 | 3.5 | 0 |
1 | 50 | 95 | 4 | 0 |
2 | 60 | 140 | 4.5 | 0 |
3 | 75 | 200 | 5 | 2 |
4 | 90 | 260 | 5.5 | 3 |
5 | 100 | 300 | 6 | 4 |
6 | 105 | 350 | 6.5 | 5 |
Orbs
Tier | MP | VIT |
---|---|---|
0 | 60 | 0 |
1 | 65 | 0 |
2 | 70 | 0 |
3 | 75 | 1 |
4 | 80 | 2 |
5 | 85 | 3 |
6 | 90 | 4 |
Prisms
Tier | MP | Duration | WIS |
---|---|---|---|
0 | 60 | 3 | 0 |
1 | 65 | 4 | 1 |
2 | 70 | 5 | 2 |
3 | 75 | 6 | 3 |
4 | 80 | 7 | 4 |
5 | 85 | 8 | 5 |
6 | 90 | 9 | 6 |
Scepters
Tier | MP | SPD |
---|---|---|
0 | 30 | 0 |
1 | 40 | 0 |
2 | 50 | 0 |
3 | 60 | 0 |
4 | 70 | 1 |
5 | 80 | 2 |
6 | 90 | 3 |
Stars
Tier | MP | Range | VIT |
---|---|---|---|
0 | 30 | 15 | 0 |
1 | 40 | 15 | 3 |
2 | 50 | 15 | 3 |
3 | 60 | 15 | 6 |
4 | 70 | 15 | 6 |
5 | 80 | 15 | 9 |
6 | 90 | 15 | 9 |
Wakizashis
Tier | MP | Shots | Damage | DEX |
---|---|---|---|---|
0 | 40 | 2 | 150-250 (400) | 0 |
1 | 50 | 2 | 250-350 (600) | 1 |
2 | 60 | 3 | 200-300 (750) | 2 |
3 | 65 | 3 | 300-400 (1050) | 3 |
4 | 70 | 4 | 250-350 (1200) | 4 |
5 | 75 | 4 | 300-450 (1500) | 5 |
6 | 80 | 4 | 400-500 (1800) | 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.
Top Tier Weapon/Armor Rescaling
T13 Weapons and T14 Armor Revisions
T14 Armors
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
T13 Weapons
Staves
* T12 Staff: 60-100 (80)
T13 Staff: 60-105 (82.5) -> 65-110 (87.5)
T14 Staff: 65-105 (85) -> 75-115 (95)
Wands
* T12 Wand: 95-140 (117.5)
T13 Wand: 100-140 (120) -> 105-145 (125)
T14 Wand: 100-145 (122.5) -> 110-155 (132.5)
Bows
* T12 Bow: 50-75 (62.5)
T13 Bow: 55-75 (65) -> 60-80 (70)
T14 Bow: 55-80 (67.5) -> 70-85 (77.5)
Daggers
* T12 Dagger: 95-175 (135)
T13 Dagger: 95-180 (137.5) -> 110-190 (150)
T14 Dagger: 100-180 (140) -> 125-205 (165)
Sword
* 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)
Katanas
* T12 Katana: 135-180 (157.5)
T13 Katana: 145-185 (165) -> 150-195 (172.5)
T14 Katana: 150-190 (170) -> 165-210 (187.5)
Other
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.
WC tops have been removed from all sources except for the Wine Cellar itself and the Shatters.
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.
Over 50 UTs have had their drop rates buffed from all sources. Specifically:
Orb of Sweet Demise
Wand of the Bulwark
Candy-Coated Armor
Scepter of Fulmination
Wand of the Fallen
Orb of Aether
Recurring Terror Spell
Scepter of Devastation
Tome of Pain
Harlequin Armor
Prism of Dancing Swords
Void Blade
Murky Toxin
Ghostly Prism
Soul’s Guidance
Plague Poison
Resurrected Warrior’s Armor
Leaf Dragon Hide Armor
Water Dragon Silk Robe
Fire Dragon Battle Armor
Celestial Blade
Midnight Star
Wakizashi of Eastern Winds
Wakizashi of Crossing Fires
Skull of Endless Torment
Prism of Dire Instability
Sealed Crystal Skull
Penetrating Blast Spell
Cnidaria Rod
Bottled Medusozoan
Hivemaster Helm
Fungal Breastplate
Crystal Shield
Crystallised Mist
Echoes Prism
Refraction Cloak
Fractured Gemstone Wakizashi
Star of Enlightenment
Bracer of the Guardian
The Twilight Gemstone
The Forgotten Crown
Sword of the Colossus
Marble Seal
Breastplate of New Life
Magical Lodestone
Staff of Unholy Sacrifice
Skull of Corrupted Souls
Ritual Robe
Bloodshed Ring
Bow of the Void
Quiver of the Shadows
Armor of Nil
Sourcestone
Omnipotence Ring
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.
Dungeon Cap changed from 85 to 65 players.
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.
Update 02/27/2020:
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.
Misc
New Skins
Fixed dye mask on the Dante Trickster of the Abyss Skin
Valentine’s Heart quest portrait and chat messages will no longer be displayed
Beer God is now permanent in the Realm
Deactivated Masks effects