Design Notes

June 09, 2023

Class Balance Patch Notes

Running List of Class Updates, Balance updates, and More!

Read on to see what we've updated, what's been fixed, and stay up to date! 


Frost SpiritReaver

Several changes have been made to make the class stronger and smoother to play. Notably, all damage is now magical and Synchronizing now affects your crit stats instead of magical damage.

Now a Tier 2 Class!

With the amount of difficulty it takes to obtain Frost SpiritReaver when compared to other winter themed classes such as Cryomancer and Glacial Berserker, it didn't make sense to keep Frost SpiritReaver's performance around the same level. Therefore, Frost SpiritReaver now requires a Frost Sigil (purchasable in Abel's /icedungeon shop if you have either version of Cryomancer) and Rank 10 Glacera rep in order to begin its quests. 

Miscellaneous: Third and Fourth skill order switched.

Mana Regeneration: No longer recovers extra MP in addition to the mana gained when using Spirit Ripper or Spirit Freeze

Spirit Ripper:

  • Damage: 80% > 35%

Spirit Freeze:

  • Damage: 100% > 50%
  • Now deals Weapon Damage instead of Weapon DPS*
  • Damage type: Physical > Magical
  • Spirit Chill Hit Chance and Dodge debuff: 10% > 25%

Spirit Banishment:

  • Damage: 150% > 75%
  • Now deals Weapon Damage instead of Weapon DPS
  • Damage type: Physical > Magical
  • Skill can now crit
  • Spirit Destruction and Spirit Devastation merged together
  • Spirit Devastation defense debuff: 15% > 30%
  • Spirit Devastation now also reduces enemy Hit Chance by 30%
  • Spirit Devastation duration: 4 seconds > 6 seconds
  • Spirit Devastation no longer requires Spirit Vanishing to be active in order to be applied
  • No longer applies Spirit Vanishing

Spirit Charge:

  • Damage type: Hybrid > Magical
  • Fully Synchronized Spirit no longer increases Hit Chance or Magic Damage, now increases Crit Damage by 500% and reduces Crit Chance by 100%
  • Spirit Vanishing defense buff: 30% > 50%
  • Spirit Vanishing duration: 6 seconds > 20 seconds

Spirit Synchronization

  • Cooldown: 20 seconds > 2 seconds
  • Damage: 20% > 30%
  • Range: Medium > Infinite
  • Spirit Synchronizing now also increases Crit Chance by 75%.
  • Renamed the Spirit Cooldown aura to Desynchronized
  • No longer applies Spirit Shattering
  • No longer applies Frozen Essence Gathering (Frozen Essence now applies if Spirit Synchronizing is active)

*Weapon Damage deals double the damage of Weapon DPS, while also using your equipped weapon's damage range.


Nechronomancer/Necrotic Chronomancer

Added a long lost missing skill icon

Legion Revenant

Updated skill icons (and yes, Void Highlord will receive the same treatment in the near future)

Blood Titan

Blood Titan's skills have been reworked to make the class more engaging to play, while preserving some of the traits that originally made the class unique.

Blood Titan proved interesting to redesign as it is a tank based class that utilizes HP for its skill costs instead of MP. This is quite contradictory when you think about it. If the point of using a tank class is to mitigate the amount of damage you receive, but its skills effectively ignore your own defenses by taking away a big chunk of your HP, then how are you supposed to stay alive? Well, you give the class more healing, a lot more. Blood Titan is now a super tank. Its damage output isn't too significant, but it's now able to withstand some of the hardest hitting attacks out there, and can even convert some of the damage it receives into HP under certain circumstances. You will truly feel like a titan when using this class now!

Farming Method Changed

Blood Titan's farming method has been updated. Blood Titan Tokens no longer drop from the Blood Titan bosses, but are instead now rewarded from Shi Mar's reworked quests. The class cost has also been reduced to 200 Blood Titan Tokens. Additionally, Titan's Gilded Crusher now provides a 30% damage boost to all monsters, but it no longer drops from Ultra Blood Titan. Instead, it is now purchasable for 1,000 Blood Titan Tokens in Shi Mar's merge shop.

Stat Model: Tank Melee

Mana Regeneration: Blood Titans don't use mana. They instead channel their life force into their abilities.

Rank 1 Passive - Titan's Bloodline:

  • Starting at rank 1, all skills can't miss and can't crit. Additionally, all skills (except Gilded Crusher) heal you for 20% of your max health (before modifiers) over 1 second. 

Gilded Crusher

Strike your target with the full might of your battleaxe. Damage dealt is based on your current health.

  • Rank needed: 1 / Auto Attack
  • Target: Enemy
  • Max Targets: 1
  • Type: Physical
  • Range: Melee
  • Cooldown: 3 seconds

Titanic Smash

Slam your battleaxe into the ground, knocking your target off balance. Deals damage and applies Crippling Smash, reducing your target's outgoing damage by 60% and Crit Chance by 30% for 8 seconds. Also has a 25% chance to stun your target for 1 second. Costs 20% of your max HP.

  • Rank Needed: 1
  • Target: Enemy
  • Max Targets: 1
  • Type: Physical
  • Range: Melee
  • HP Cost: 20% Max HP
  • Cooldown: 4 seconds

Titan's Fury

Thrust your battleaxe forward, eviscerating your target. Deals damage and applies Titan's Fury, increasing your Haste by 20% for 15 seconds. Also applies Disemboweled, increasing your target's damage taken by 30% for 15 seconds. Costs 20% of your max HP.

  • Rank Needed: 2
  • Target: Enemy
  • Max Targets: 1
  • Type: Physical
  • Range: Melee
  • HP Cost: 20% Max HP
  • Cooldown: 12 seconds

Titan's Curse

Challenge a worthy opponent so that your legend may spread! Deals damage and applies Focus for 4 seconds, which forces your target to attack only you for the duration. Also applies Titan's Curse, drastically increasing your target's Crit Chance but reducing their Crit Damage by 300% for 2 seconds. Costs 10% of your max HP.

  • Rank Needed: 3
  • Target: Enemy
  • Max Targets: 1
  • Type: Physical
  • Range: Melee
  • HP Cost: 10% Max HP
  • Cooldown: 16 seconds

Blood Rage

Perform the ancient rite of the Blood Titans. Deals massive damage and applies Blood Rage, increasing your outgoing physical damage by 100% for 5 seconds, but reducing your Heal Power by 50%. Costs 30% of your max HP.

  • Rank Needed: 5
  • Target: Enemy
  • Max Targets: 1
  • Type: Physical
  • Range: Melee
  • HP Cost: 30% Max HP
  • Cooldown: 20 seconds


Crimson Shield

  • Rank Needed: 4
  • Damage taken reduced by 80%.

Blood Volume:

  • Rank Needed: 4
  • Endurance increased by 400%, but your increased size reduces your Dodge by 50%.

Titan's Bloodline:

  • Rank Needed: 1/10
  • Starting at rank 1, all skills can't miss and can't crit. Additionally, all skills (except Gilded Crusher) heal you for 20% of your max health (before modifiers) over 1 second. At rank 10, Gilded Crusher applies Life Drinker, which heals you for 5% of your max HP (before modifiers) every 2 seconds.



Blood Ancient

Blood Ancient has been completely reworked into a mid to late-game dodge class that utilizes the HP bar in order to strengthen itself.
The original version of Blood Ancient didn't fill any particular roles, nor did it feel like it was embodying the strength of multiple vampire warlords. Therefore, the Blood Ancient rework aims to bring a fresh take to dodge classes, while also giving it a more vampire-like feel.

Farming Method Changed

To reflect Blood Ancient's new power level, the latter half of the Blood Ancient farming quests have been updated and the quest line now has a level 50 requirement to begin it. The class now also only requires x1 Ancient Vitae to merge it instead of 25. Finally, like previous reworks, anyone who already has the class gets to keep it with its new skills!

Stat Model: Dodge Melee

Mana Regeneration: The Blood Ancient gains mana when they

  • Strike an enemy in combat (more effective on crits)
  • Dodge any attack (restores HP as well)

Seeing Red

Gouge your target with your claws. Deals increased damage the lower your HP is.

  • Rank needed: 1 / Auto Attack
  • Target: Enemy
  • Max Targets: 1
  • Type: Physical
  • Range: Melee
  • Cooldown: 2.5 seconds


Your hunt for blood is insatiable. Deals damage and applies Bloodlust, increasing your Crit Damage by 10% for 10 seconds, stacks to 10. Costs 20% of your max HP.

  • Rank Needed: 1
  • Target: Enemy
  • Max Targets: 1
  • Type: physical
  • Range: Melee
  • Mana Cost: 0
  • Cooldown: 4 seconds


Your enhanced speed makes you a blur to those around you. Applies Afterimage, increasing your Dodge by 15% for 6 seconds, stacks to 3. Costs 20% of your current HP.

  • Rank Needed: 2
  • Target: Self
  • Max Targets: 1
  • Type: True Damage
  • Range: Melee
  • Mana Cost: 0
  • Cooldown: 2 seconds


Tap into your vampiric strength, temporarily empowering yourself. Applies Blood Boon, increasing your Crit Chance and Haste by 30% for 12 seconds. While empowered, all non lifesteal healing you receive is negated.

  • Rank Needed: 3
  • Target: Self
  • Max Targets: 1
  • Type: Status
  • Range: Melee
  • Mana Cost: 20
  • Cooldown: 12 seconds


Bite into your target, inflicting a devastating wound. Deals increased damage the lower your HP is and heals you for a portion of the damage dealt. Feasting on your target temporarily exposes you, reducing your Dodge by 100%. Also applies Blood Loss, reducing your target's Haste by 30% while inflicting a DoT that increases the lower your HP is. While your target suffers from Blood Loss, all non lifesteal healing they receive is negated. All effects last 1 second. Can't miss. 

  • Rank Needed: 5
  • Target: Enemy
  • Max Targets: 1
  • Type: Physical
  • Range: Melee
  • Mana Cost: 20
  • Cooldown: 5 seconds


Enhanced Senses

  • Rank Needed: 4
  • Crit Chance and Dodge increased by 10%.

Superhuman Reflexes

  • Rank Needed: 4
  • Dexterity increased by 10%.

Wonderful Night

  • Rank Needed: 10
  • Crit Damage increased by 50%.



(Exalted/Dark) Soul Cleaver | Exalted/Dark Harbinger

A set of changes to make the class stronger, more dynamic, and more flexible. Now is very receptive to builds, and is a late-game solo class with end-game uses. Blood Price will no longer kill you as well.

Legion Token cost 2000 -> 5000

Soul Rend

  • Cooldown reduced (6.5s -> 6s)
  • Can no longer be avoided
  • Description updated

Soul Leech

  • Damage reduced (100% -> 50%)
  • Description updated

Soul Snare -> Soul Pact

  • Cooldown reduced (20s -> 12s)
  • Mana cost increased (25 -> 50)
  • Now targets self
  • Soul Snare no longer applies
  • New aura Soul Pact reduces damage taken and incoming healing by 50% for 30 seconds
  • Description updated

Blood Price

  • Damage reduced (166.5% Hybrid -> 50% current health)
  • Damage type changed (Hybrid -> True)
  • Blood Price now also increases haste by 8%
  • New aura For The Legion!! applies to you, increasing Critical Damage by 20% per stack for 10 seconds, doesn’t refresh
  • Description updated

For the Legion

  • Endurance boost increased (20% -> 50%)
  • Description updated


A small change to normalize health cost, so it won’t kill you.

Invoke Essence Orb -> Essence Orb

  • Damage reduced (375% Hybrid -> 30% current health)

Psionic MindBreaker

A small change to increase usability and consistency.

Psion Drain

  • Damage reduced (130% -> 70%)

Extrasensory Perception

  • Now also increases Crit Chance by 15%

  • Description updated

Evolved Pumpkin Lord

A few changes to make the class more dynamic, and stronger if used well.


  • Ready to Sprout duration increased (8s -> 30s), effect increased (-20% damage taken -> -30%), now also increases incoming healing by 25%
  • Description updated

Explosive Pumpkins

  • Damage increase (140% -> 200%)
  • Health cost increased (10% -> 20%)
  • Description updated


  • Empowered Prismatic Manslayers damage range is now static




Ran outta oil.


  • Outta oil




For far too long, Rustbuckets have been ignored. My compatriots, now is the time to rise up.


  • Applied oil




  • Necromancer, Pinkomancer, and Grim Necro second and fifth skill switched
  • StoneCrusher and Infinity Titan fourth skill defensive auras duration increased to 8 seconds

Bug Fixes

  • Dragon of Time, Mindbreaker, and Psionic Mindbreaker’s healing mechanic fixed
  • Several recently broken boss skills fixed
  • Elysium damage on the Enhancement Traits page fixed. This was a typo, and there are no changes to the enhancement in-game.



Chaos Avenger

Quick changes so it stacks a bit faster, has higher base damage (but doesn't stack quite as high), and to make the autoattack scale with Strength instead of Intelligence.

These changes together result in an overall increase in performance for the class.

Chaos Greatsword

  • Now scales with STR instead of INT
  • Damage coefficient lowered (320% -> 130%), but can do more damage than before because of the scaling change
  • Chaos Fury now stacks faster but lower (6%x15 -> 15%x4)
  • Description updated

Chaos Siphon

  • Defense Chaorrupted now stacks faster (5%x8 -> 10%x4)
  • Description updated


  • Crit Chance Chaorrupted now guaranteed to activate (70% -> 100%)

Chaos Bulwark

  • Chaotic Armor no longer needs to stack, and grants full effect immediately (30%x2 -> 60%), and has inherited the HoT from Chaotic Regeneration, which also no longer needs to stack (500%x4 -> 2000%)
  • Chaotic Regeneration no longer applies (effect combined with Chaotic Armor)
  • Description updated

Fury Unleashed

  • Fury Unleashed no longer respects Ravaged stacks, and instead grants the full effect immediately (10%+5%x8 -> 50%)
  • Description updated

Unending Rage

  • No longer reduces INT by 99%
  • Now increases Crit Chance by 10%


  • Blood Titan’s Life Drinker, Scarlet Sorceress’ Blood Lust, and Blood Sorceress’ Red lust now do more damage and heal the lower your HP, but have a lower base heal. This was a mechanic fix, and not a targeted change for the classes.




The Darkside Class's skills have been updated to match the Dark Lord Class's skills. (Darkside will still summon the Hate Wolf battle pet though!)

Battle Pet Classes

Necromancer, Pinkomancer, Horc Evader, BeastMaster, and Darkside/Dark Lord no longer require battle pets to be equipped in order for certain skills to function. (Affected skills will no longer deal 0 or severely reduced damage when a battle pet is not equipped.)

Evolved Leprechaun

The Soilsigh skill now always crits and can't miss.



Paladin Chronomancer

Paladin Chronomancer has felt a bit underwhelming as a support class, so we're making a few changes to its skills to improve its support capabilities. 

Radiant Rift:
  • Now deals bonus damage to undead
  • Now always hits, but can't crit, base damage increased
  • Ascendancy now also reduces target Haste by 10% per stack

Holy Vow:

  • Heal no longer scales off of Temporal Rift stacks
  • Holy Shield Physical and Magical Resistance: 25% > 33%
  • Holy Shield now grants 10% Haste
  • Holy Shield duration: 10 > 15
Divine Intervention:
  • Cooldown: 40 > 36
  • Indomitable END increase: 500% > 400%

Divine Retribution:

  • Cooldown: 20 > 18
  • Removed Divine Reckoning aura
  • Spirits Within MP restored over 5 seconds: 30 > 45


  • END increase: 50% > 100%

Sacred Blessing:

  • Haste increase: 10% > 5%
  • Heal Boost: 10% > 20%



Arachnomancer Changes

Significant reworks to better align the class’s damage types, desired stats, and give it a playstyle. Cooldowns were significantly reduced overall, making the class play much faster. Original niches have not significantly changed, but the class now functions as a strong mid-game high dodge solo class that can scale into early endgame. 

This class presented an interesting challenge in design- it was already strong (if underappreciated), and aligning its damage types and stat model would have made it far too powerful. A light redesign gave it a new way to play while still being usable the same way it was before, allowing it to now function with 100%+ dodge, and encouraging more interaction from the player.

Stat Model
  • Full Hybrid -> Dodge Melee

Auto Attack -> Spider Bite

  • Now heals you when your foe has Venom Fangs
  • Cooldown increased (1.5s -> 2s)
  • Damage decreased (80% -> 60%)
  • Description updated

Venom Fangs

  • Cooldown increased (3s -> 6s)
  • Damage type changed (Hybrid -> Physical)
  • Mana cost decreased (12 -> 6)
  • Venom Fangs no longer stacks, damage increased (140% Magical -> 225% Hybrid), duration reduced, which increases damage per tick proportionally (8s -> 4s), and reduces enemy dodge by 30%
  • Now applies Arachnid Grace to the caster, increasing dodge by 70% for 1 second
  • Animation updated
  • Description updated

Slingshot Web

  • Cooldown decreased (8s -> 6s)
  • Damage decreased (100% Hybrid -> 100% Physical) (Physical damage calculation is a little lower than Hybrid calculation)
  • Damage type changed (Hybrid -> Physical)
  • Range increased (Short -> Long)
  • Mana cost decreased (23 -> 6)
  • No longer guaranteed to crit
  • No longer applies Webless to the caster
  • Web Miasma no longer requires Venom Fangs, damage now increases as your health decreases (325% Hybrid -> 250% - 2250% Physical), and reduces enemy dodge by 30%
  • Now applies Arachnid Grace to the caster
  • Animation updated
  • Description updated

Foreboding Arachnid -> Leaping Arachnid

  • Cooldown decreased (32s -> 6s)
  • Mana cost decreased (36 -> 15)Now costs 10% HP per use
  • Damage increase (0  -> 150% Physical)
  • Damage type changed (Magical -> Physical)
  • No longer stuns
  • Animation and Spell Graphic updated
  • Description updated

Toxic Adrenaline

  • Cooldown decreased (24s -> 6s)
  • Mana cost decreased (27 -> 21)
  • Now costs 20% HP per use
  • Damage increased (150% Hybrid -> 220% Physical)
  • Damage type changed (Magical -> Physical)
  • No longer applies Poison Overload to the caster
  • Animation and Spell Graphic updated
  • Description updated

Eight-Legged Freak -> Virulent Toxin

  • Effect changed (+18% dodge -> +18% DoT out)
  • Description updated

Attack-Your-Foe-Bia -> Arachnid Instincts

  • Renamed
  • Description updated

Arachne’s Favor

  • Effect changed (+10% STR/INT -> +10% Haste)
  • Description updated

Drakel Warlord Changes

Significant cooldown reductions and some damage increases to make the class play faster, smoother, and be more powerful. As well, a small taunt was added to the last skill, giving it some more niche utility. Starts as a tanky mid-game solo class, but scales into late-game.

  • Legend version longer purchased in the Class Shop, instead now requires rank 10 Death Pit Arena, merged for 500x Death Pit Arena Medals and 100k gold in the Death Pit Arena Rep shop

Drakel’s Auto Attack -> Drakel’s Crushing Strike

  • Damage increased (150% -> 200%)
  • Range increased (short -> medium)
  • Description updated

Strengthened Strike

  • Mana cost removed (15 -> 0)
  • Damage increased (125% -> 150%) and no longer static (the reason why the skill previously stated 250% is because 200% weapon DPS/type power = 100% weapon damage, and these changelogs are all converted to weapon damage to prevent confusion)
  • Range increased (short -> medium)
  • Fixed a bug regarding aura stacking on Intimidating (5x7% (bugged) -> 5x8%)
  • Description updated
  • Animation updated

Raged Strike

  • Mana cost removed (20 -> 0)
  • Cooldown reduced (15s -> 9s)
  • Range increased (short -> medium)
  • Boiling Blood heal duration reduced, increasing heal per tick proportionally (15 -> 12), stun duration reduced (3 -> 1)
  • Description updated

Strikes of Expertise

  • Mana cost removed (18 -> 0)
  • Cooldown reduced (15 -> 9)
  • Description updated

Enter the Arena

  • Mana cost removed (30 -> 0)
  • Damage increased (100% -> 300%)
  • Cooldown reduced (25 -> 9)
  • Now guaranteed to hit and crit
  • Now applies Focus to the enemy for 1 second
  • Master of the Arena now also adds +100% Crit Damage
  • Description updated
  • Animation updated

Drakel Skin

  • Effect increased (+20% END -> +50% END)
  • Description updated


DarkBlood StormKing Changes

Updated to play smoother, be more fun, interactive, and engaging, and more powerful when obtained. 

This is a class that didn’t need that much of a buff to become balanced. We feel that classes like this often get overlooked because they haven’t been updated in a long time, but the case sometimes is that they are strong enough to not need changes urgently. Because of that, we primarily cleaned up its mechanics and gave it a few playstyle spins, and a few fun mechanics.

As we slowly reach the end of F2P classes to receive changes, more cases like this will occur.

Mana Regeneration:
  • Mage Model -> Warrior Model
Storm Call:
  • Mana cost reduced (20 -> -20)
  • Cooldown reduced (3s -> 2s)
  • Now applies Conductive to caster when Thunderstrike is on the foe, stacks to 50, lasts 5s
  • Description updated
  • Mana cost reduced (40 -> 10)
  • Cooldown reduced (12s -> 6s)
  • Shocked now replaces Thunderstrike
  • Description updated
  • Mana cost reduced (40 -> 10)
  • Cooldown reduced (12s -> 6s)
  • No longer applies Thunderstruck or Thunder Stun
  • Now applies Thunderstrike to foe, reducing dodge by 20% for 10s, replaces Shocked
Ball Lightning -> Storm Bolt:
  • Damage changed (130% -> 40% - 3040%), now scales with Conductive
  • Cooldown reduced (12s -> 10s)
  • Now applies Voltaic to caster when Conductive is present, consuming it, increases damage by 10% for 10s
  • Now applies Electrocuted to foe when Shocked is present, reducing Hit Chance and Crit Chance by 20% for 10sSpell graphic updated
  • Description updated
Raging Gale
  • Effect changed (+10% damage -> +10% hit chance)
  • No longer randomly does damageDescription updated
  • Pumpkin Lord now has the rank 10 passive “Legendary”, increasing STR, INT, END, and LCK by 10%
  • Being AFK for more than 30 seconds in an Insignia Boss map will now return the player to /battleon



Legendary Starter Classes

Warlord, Acolyte, Sorcerer, Renegade, Witch, and Beast Warrior now have a rank 10 passive “Legendary,” increasing STR, INT, END, and LCK by 10%


Item Changes

Everlasting Blade of Chaos, Dual Everlasting Blades of Chaos, and Titan Drakath's Blades have had their Damage to Chaos boosts increased to 60%.

The Chaorrupter Unlocked Non Member and Legend variants are now AC tagged.


Item Changes

Chaorrupter Unlocked is a powerful option against Chaos monsters, but it could be easily obtained at a low level. These changes aim to increase the difficulty it takes to obtain the weapons while preserving their damage boosts. Additionally, both weapons will become 0 AC in the near future!

- Chaorrupter Unlocked (Free Player) moved to the Chaos War Merge shop in /chaoswar, now costs x250 Chaos Eye and x250 Chaos Tentacle
- Chaorrupter Unlocked (Member) moved to the Chaos War Merge shop in /chaoswar, now costs x100 Chaos Eye and x100 Chaos Tentacle

Burning Blade of Abezeth was causing some confusion as it could be obtained by players that were unable to equip it. To prevent any further confusion, the weapon has been moved to a shop and made more consistent to obtain.

- Burning Blade of Abezeth moved to the Celestial Champion Shop in /celestialarena, now costs x20 Champion Sash and x3 Gold Voucher 500k
- Champion Sash drop rate increased to 100%, stack limit increased to 20



Boss Skill Changes

Kitsune Shapeshift (invulnerability) duration: 15 seconds > 4 seconds
(Ultra) Iadoa Temporal Prison (stun) duration: 20 seconds > 5 seconds
(Ultra) Iadoa Astral Shift duration: 180 seconds > 25 seconds
(Ultra) Xiang stun duration on self: 15 seconds > 5 seconds
(Ultra) Xiang player stun duration: 20 seconds > 8 seconds



Nechronomancer / Necrotic Chronomancer

Nechronomancer’s farming performance fell behind other classes after the introduction of Forge Enhancements. These changes aim to make the class less frustrating to use while also bringing its farming capability back up to a more competitive level. Additionally, the class has received a set of changes that drastically improve its performance against single targets.


  • Necrosis base damage per tick increased: 90% > 100%
  • Necrosis tick speed doubled (DoT damage will be halved per tick, but will now tick twice as fast)
  • Necrosis max stacks: 5 > 25
  • No longer heals based on Necrosis stacks

Bleeding Time:

  • Eternal Frenzy damage increase per stack: 6% > 12%
  • Eternal Frenzy max stacks: 15 > 8
  • Eternal Frenzy and Passage of Time duration: 4 seconds > 8 seconds
  • Passage of Time self DoT damage decreased

Temporal Reanimation:

  • Now deals more damage the lower your HP is
  • Foreseeable Future no longer requires Passage of Time to be active in order to activate

ShadowScythe’s Past:

  • Damage: 190% > 200%
  • Cooldown: 10 > 20
  • No longer guaranteed to hit, but can now crit
  • No longer removes Necrosis stacks
  • Unleashed Doom’s DoT now deals damage over 1 second, instead of damage after 3 seconds
  • Unleashed Doom DoT damage increased
  • Added a new aura called Unleashing Doom 
  • Unleashing Doom lasts 1 second and prevents Chaos Rift from being applied while active

ShadowScythe’s Future:

  • Cooldown: 3.5 seconds > 2.5 seconds
  • Empress's Awakening Heal Power: 200% > 50%
  • Empress's Awakening tick speed doubled
  • Empress's Awakening no longer removes stacks of Eternal Frenzy or Passage of Time
  • Removed the Brittle Bones and Slowed Reflexes auras
  • Added a new aura called Debilitated 
  • Debilitated reduces target Hit Chance, Dodge, and Crit Chance by 20% for 12 seconds
  • Added a new aura called Flow of Time 
  • Flow of Time removes the Passage of Time aura and increases HoT and DoT power by 20%  for 12 seconds


  • Exiting combat after combat is now slightly faster
  • Dage the Dark Lord’s boss shield exponent changed from 0.85 to 0.8
  • You can no longer enter PvP matches during combat from challenge boss rooms. 

Like what you see? Want to share your thoughts with the team? Send a message to the Class Balance team and Alina_AE on Twitter or in our official Discord server.

Tags: Yoshino,
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