Changelog/2026/July 22/Main

0.26.1 

Hypixel SkyBlock 0.26.1 - New Player Improvements, Harvest Feast Changes, Healing Revamp, and more!

Updated: July 22, 2026

Hello! Today we are releasing version 0.26.1 to Hypixel SkyBlock, which is focused on polishing the game. This update includes a revamp to how healing functions, many improvements to the new player experience, and several changes/additions to the Harvest Feast event. Keep reading for all the details!

► New Player Improvements

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One of the goals we've been working towards this year is improving SkyBlock's new player experience. This is just the first of many, many, steps we'll be taking to smooth out the game's early progression and make it less intimidating.

➥ Beginner Sacks

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Sacks are one of the best QOL items in the game, so we wanted to make them more accessible to earlier-game players. This is where Beginner Sacks come in, which can only hold up to 640 of each item.

To obtain them you can either craft them (recipes unlocked at Tier II of various collections), or you can buy them for 250 Coins from their respective skill merchant.

➥ Farming Progression Changes

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  • Farming now has a unified armor set progression
    • Tier I: Farm Suit Armor
      • Has been renamed to Farmhand Armor
      • Moved earlier in Wheat Collection
      • Simplified the item and added a tip explaining how Farming Fortune works
    • Tier II: Farm Armor
      • Has been renamed to Haymaker Armor
      • Upgraded from Farmhand Armor
      • Moved earlier in Wheat Collection and made easier to craft
      • Simplified the item and reduced rarity to COMMON
    • Tier III: Pumpkin Armor
      • Has been renamed to Sprout Armor
      • Upgraded from Haymaker Armor
      • Now found in Carrot Collection VIII
    • Tier IV: Melon Armor
      • Has been renamed to Tater Armor
      • Upgraded from Pumpkin Armor
      • Now found in Potato Collection IX
    • Tater Armor then upgrades into Cropie Armor, which of course eventually upgrades into Squash, then Fermento, and finally Helianthus
  • Revamped Rabbit Armor, it's now cheaper to craft and has a focus on Jump Boost instead of Farming Fortune
  • Added a new Husbandry Merchant to the Barn island who sells Husbandry materials and Basic Animal Axes
  • The Farmhand NPC now rewards the player with a COMMON Chicken Pet and tells them how to summon it
  • All existing Animal Axes (from Jake) are now "Advanced Animal Axes" and have been buffed, they also require the Basic Animal Axe from the Husbandry Merchant to purchase
  • Added +5 Farming Fortune to the Rookie Hoe and added a Rookie Farming Axe to the Farm Merchant
  • Buffed the Basic Gardening Hoe and Axe to +10 Farming Fortune
  • Buffed the Advanced Gardening Hoe and Axe to +15 Farming Fortune
  • Refreshed the builds on the Barn and Mushroom Deserts

➥ Accessory Changes

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  • Players now have 9 Accessory Bag slots by default
  • Condensed Redstone Collection down to 9 tiers and redistributed the slots they give across the tiers
    • 9 of the Accessory Bag slots were taken away from this collection to be given as default
  • Renamed Magical Power to Accessory Power, it now also displays as a stat on Accessories
  • Rewrote the descriptions of Power Stones to better explain what to do with them
  • Added a dismissible chat message the first time the player finds an Accessory
  • Added an info button to the bottom of the Accessory Bag which tells you how to unlock more slots

➥ Other

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  • Added a new Pet Item: Magic For Pets In A Hurry to Sugar Cane Collection VII
  • Players are now directed to the Bartender's quest first instead of Fisherwoman Enid
  • The Bartender now gives players an Undead Sword when they start the quest
  • Removed the Bookshelf Power system, no enchantments require it anymore
  • Reduced the Redstone needed to craft all the tiers of Personal Compactors
  • Uncapped the NPC Buy Limit on Experience Bottles
  • Buffed various pieces of gear that Rosetta sells
  • Added a "Right-click to equip!" prompt to Equipment pieces
  • Right-clicking an Equipment piece for the first time comes with a dismissible chat message
  • Sacks now have their own item type
  • Renamed the Adventurer NPC to the Combat Merchant
  • Revamped the descriptions of Sacks so that they are less overwhelming
  • Moved around some items in the Pufferfish collection
  • Added an alert if you put an Equipment piece of Accessory on your head
  • Renamed the "Your SkyBlock Profile" button in the SkyBlock Menu to "Stats & Equipment*
  • All Minion items now show what type they are in dark gray text under the item's name
  • Placed a button shortcut to the Enchantment Guide in the Librarian's menu
  • Added a dismissible chat message the first time the player finds a Rune
  • You now get a warning if you try to place a Crafting Table on a public island
  • Added a line of dialogue to Dusk mentioning the existence of the Rune Sack
  • Added a "Right-click to view recipes!" prompt to the regular Compactor
  • Rephrased some things in the description for the Crystal Hollows in Rhys' guide menu
  • Added /warps as an alias to /warp
  • Added /island and /privateisland as aliases of /is
  • Changed Superboom TNT's description to say "Cracked walls" instead of "Weak walls"
  • Using /warp jerry outside of Late Winter now specifies you need to wait until Late Winter to visit

► Harvest Feast Changes

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➥ New Items

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  • Orchid Mantis Pet
    • Grants base Overbloom and Speed
    • First perk is "Intelligent Specimen" which grants up to +20% more Farming Tool Exp
    • Second perk is "Swift Sickles" which grants up to +1 Farming Fortune for every 3 Speed you have
    • Third perk is "Orchid Nectar" which grants up to a 0.02% chance to find Jelly or Plant Matter when farming
    • Crafted and upgraded using Floral Gelatin
  • Blooming Thorns
    • Applies the "Thorny" reforge to Equipment
    • Grants Farming Fortune and Overbloom
    • The Thorny Bonus grants additional Overbloom per tier of Thorns you have on your armor
    • Crafted with Cactus Flowers, Thorn Fragments, Thornshade, and Compacted Wild Roses
  • Feast Burger With A Side of Deepfries
    • Can be consumed up to 5 times, each time granting a permanent +1 Overbloom
    • Crafted with Enchanted Hay Bales, Deepfries, Feastfungus, and Cornucopias
  • Juicy Nozzle
    • Found in Melon Slice Collection IX
    • Used to upgrade the Sprayonator into the Juicy Sprayonator at SkyMart
    • Increases effect duration to 45m
    • Allows you to spray x3 materials for x2 base effects of the regular Sprayonator
    • Crafted with Enchanted Melon Slices
  • Salty Nozzle
    • Used to upgrade the Juicy Sprayonator into the Salty Sprayonator
    • Increases effect duration to 60m
    • Allows you to also spray x5 materials for x3 base effects of the regular Sprayonator
    • Crafted with Salted Sunflower Seeds

➥ Item Balancing

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  • Buzzybee's Fantabulous Disco Destination
    • Now only corrals offline Pests
    • Removed the Salted Sunflower Seeds from the recipe and slightly reduced the amount of Botroot needed
  • Jacob's Participation Medal
    • Reworked into a Minion Upgrade called "Jacob's Entertainment System" instead of a Minion Fuel
    • Made the original version into a legacy item
  • Crafted with Botroot, Chirping Stereos, a PlantBoy Advance, Enchanted Paper, and Enchanted Iron Blocks
  • You now only need x2 Feastfungi to craft "Fragranced" Brown Mushroom "Paste"
  • You can no longer fuse into the Cocoaleech Shard
  • Significantly buffed the amount of Copper earned from the Fungal Tip Jar
  • The Lucky Clover and Poignant Lucky Clover now give +7 and +13 Overbloom respectively
  • Overpriced Drinks are now crafted with x8 Aggourdians and x8 Designer Coffee Beans instead x14 Aggourdians
  • MYTHIC Elephant Pet Changes
    • Now grants an additional +50 Farming Fortune to base stats
    • "Abundant Harvest" has been buffed to +20% Sowdust
  • Mooshroom Pet Changes
    • Got rid of the first perk and shifted the first two perks up
    • Added a new third perk "Bovine Blessing" which grants up to a 0.02% chance to find Cheese or Dung when farming
    • Slightly nerfed base Farming Fortune and fixed the scaling
  • Bee Pet Changes
    • Replaced "Weaponized Honey" with "Honey Harvester" which grants up to a 0.02% chance to find Honey Jars when farming
    • Halved the amount of Floral Gelatin needed to craft Royal Jelly
    • Bea now sells Honey Dippers to upgrade your COMMON Bee Pet instead of the higher rarities directly
    • Changed the default skin of Bee Pets

➥ Other Changes

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  • There are now 4 crops per season instead of 3 during Feast events
  • The Rarefinder Chip now gives +1.5/+2/+2.5 Overbloom per level instead of +2/+2.5/+3
    • At max level it now gives +50 Overbloom instead of +60 Overbloom
  • Added x5 Carnival Tickets to each Donation Tier
  • Buffed the NPC Sell Price of all Feast RARE CROPS to 50,000 Coins
  • You can now shift right-click Locust Larva to consume the stack held in your hand
  • Increased the difficult of the Feast Brothers' Abiphone Contacts from Easy to Medium

▶ Healing Revamp

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Healing Revamp changes how Healing works in SkyBlock, where Vitality is reworked to be a resource stat akin to mana. Similar to mana costs for abilities in general, healing abilities have been reworked to cost Vitality.

Here’s a general summary of why we’re implementing these changes.

The Healing Conundrum

  • Healing is very powerful in SkyBlock.
    • There’s a lot of healing available in the game on account of:
      • Vitality as a healing multiplier.
      • Items that double healing.
      • No limit on the number of healing abilities used.
      • Healing costs only mana and an inventory/armor/equipment slot.
  • The abundance of healing leads to damage not “sticking” to players in SkyBlock.
    • Damage dealt to players can be healed back very quickly, as if the damage never happened.
  • Due to this, large amounts of damage are required to compensate for the availability of healing;
    • To threaten consequences (such as death) to the player, enemies need to do more damage.
    • This leads to mechanics that result in 1-shots, because even if you’re at 1% health, you can heal back to full quickly enough before the next attack lands, rendering even such powerful attacks useless.
    • This also creates big jumps within content difficulty, where a slight increase in combat stats can change your fight experience from “totally impossible” to “laughably easy”.
    • It also creates arbitrarily high barriers to attempt certain content, despite that not being necessary.
      • You can read more about the effects of the last two on this design thread.
  • Another consequence is that there is no design space for new healing effects in the game.
    • In a world where healing costs a pitiful amount of spare mana, every new healing item added is free healing. Adding ‘free’ healing is not sustainable.

As part of this update, we have reduced the general amount of healing available. After all, there was previously no restriction to how often you could activate a healing ability as long as you had mana, and mana is not a resource that’s particularly restrictive in SkyBlock. You can read more about why we want to reduce healing in the game here, and here.

Rest assured, the goal of these changes is not to make the game harder. With the reduction in healing available, we’ve also reduced the damage of mobs and mechanics all throughout SkyBlock.

We have made quite a lot of adjustments throughout the alpha session, but we’re still open to making damage changes and other adjustments after release — if there are particular mobs or content that you’re struggling with (that you weren’t previously), please let us know in the comments, along with some relevant information to help us understand where you’re coming from.

➥ Functionality of Vitality

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  • Vitality no longer boosts healing as a multiplier.
    • Having more Vitality still increases the amount of Healing you have, just in a different way.
    • The more Vitality you have, the more frequently you can activate healing items.
  • Players have a base Vitality stat of 100.
    • The more Vitality you have from various sources, the more Vitality you will have available.
    • In other words, Vitality is a still stat you want to build if you want to heal more — having more Vitality means you can activate more healing abilities!
  • Vitality is now a resource akin to Mana.
    • Your Vitality stat defines the maximum amount of Vitality (the resource) you have.
    • Activating an ability that costs Vitality depletes the resource.
    • The depleted Vitality will regenerate every second.
  • Vitality regenerates at a rate of 5% per second, based on your Vitality stat.
    • If I have 100 Vitality, I gain +5 Vitality per second.
    • If I have 120 Vitality, I gain +6 Vitality per second.
    • If I have 200 Vitality, I gain 10 Vitality per second.
  • When you first use an ability that costs Vitality, a stat message unlock will appear, explaining how Vitality works.
  • After unlocking the Vitality stat, it will always be displayed in your status bar.

▶ Healing Changes

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➥ Relevant Healing Sources

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These items/healing sources are the most frequently used.

Zombie Sword

Zombie Sword
All variants of Zombie Swords now cost 25 Vitality to cast.

The healing provided by Zombie Swords have been adjusted as follows:

  • Zombie Sword: 120 + 5% HP ➜ 320 HP
  • Ornate Zombie Sword: 144 + 5% HP ➜ 420 HP
  • Florid Zombie Sword: 168 + 5% HP ➜ 500 HP

Zombie Swords will now heal for 20% of health gained by you to all allies nearby, as follows:

  • Zombie Sword: 40 HP ➜ 64 HP
  • Ornate Zombie Sword: 48 HP ➜ 84 HP
  • Florid Zombie Sword: 56 HP ➜ 100 HP

Gloomlock Grimoire

Gloomlock Grimoire

  • 40% Max HP ➜ 1000 HP for 45 Vitality (No Cooldown).
  • Removed the Overflow Mana cost from Gloomlock Grimoire.
  • Removed the damage debuff off of Life Tap.
  • Life Tap’s activation cost adjusted from 25% Max HP ➜ 800 HP.

Healing Wands

Healing Wands​
All variants of Healing Wands now cost 25 Vitality to cast.

The healing provided by Healing Wands have been adjusted as follows:

  • Wand of Healing: 60 HP/s for 7 seconds ➜ 60 HP/s for 5 seconds
  • Wand of Mending: 90 HP/s for 7 seconds ➜ 80 HP/s for 5 seconds
  • Wand of Restoration: 120 HP/s for 7 seconds ➜ 100 HP/s for 6 seconds
  • Wand of Atonement: 170 HP/s for 7 seconds ➜ 120 HP/s for 6 seconds

Power Orbs

Power Orbs
Power Orbs retain the 50% of max mana cost to cast and gain an additional cost of 50 Vitality to cast.

The original ‘percentage’ heal for x% HP per second has been separated into two parts, Health Regen (stat) and Flat Healing, as follows:

  • Radiant Power Orb:⠀⠀⠀⠀25 Health Regen
  • Mana Flux Power Orb:⠀⠀50 Health Regen
  • Overflux Power Orb:⠀⠀⠀100 Health Regen
  • Plasmaflux Power Orb:⠀125 Health Regen

Each Power Orb now gives ‘flat’ HP/s as follows:

  • Radiant Power Orb: 25 HP/s
  • Mana Flux Power Orb: 30 HP/s
  • Overflux Power Orb: 40 HP/s
  • Plasmaflux Power Orb: 50 HP/s

There are two more changes to power orbs:

  • The HP/s healing provided to teammates is halved.
  • Power orbs no longer give Vitality and Mending.

Justification

Separating Power Orb’s healing to Health Regen and Flat Healing allows us to retain limited percentage healing from Power Orbs, while controlling the majority of healing generated by Power Orbs with flat values.

Halving the healing of Power Orbs provided to teammates is necessary, as Power Orbs provide too much healing for the measly cost of 50 Vitality from 1 person. If someone wants to do a healer build, they can stack mending to increase the healing from Power Orbs to their teammates.

The alternative to this is to have power orbs no longer heal teammates outright, else healing in multiplayer content becomes trivial.

The removal of Vitality and Mending off of Power Orbs allows us to design future Power Orbs that center more around those stats (especially Mending).

Power Orbs are currently strong enough for Mana Regeneration alone as is.

Flares

Flares
Flares retain their respective mana costs and gain an additional cost of 10 Vitality to cast. The activation cost does not increase when you upgrade your flare.

The Vitality from Flares has been adjusted as follows:

  • Warning Flare: 10 Vitality ➜ 10 Vitality (NO CHANGE)
  • Alert Flare: 20 Vitality ➜ 15 Vitality
  • SOS Flare: 30 Vitality ➜ 25 Vitality

The True Defense from Flares has been adjusted as follows:

  • Warning Flare: 10 True Defense ➜ 10 True Defense (NO CHANGE)
  • Alert Flare: 20 True Defense ➜ 20 True Defense (NO CHANGE)
  • SOS Flare: 25 True Defense ➜ 30 True Defense

Flares will now grant a flat amount of HP/s while on the Crimson Isle and Kuudra’s Lair, allowing players to get passive healing without needing to use a Power Orb!

  • Warning Flare: 30 HP/s
  • Alert Flare: 40 HP/s
  • SOS Flare: 50 HP/s

Justification

Vitality has been reduced from the Flares to accommodate a passive healing bonus that allows the SOS Flare to compete with Power Orbs for Blaze Slayer. A slight buff to SOS Flare’s True Defense makes the upgrade more worthwhile.

Wither Shield

Wither Impact — Wither Shield

  • Wither Shield’s absorption is now determined by your catacombs level instead of Crit Damage.
    • The shield’s absorption is calculated using (12 + cata_lvl × 0.32) × 50 = 600 + 16 × cata_lvl
    • (12 + cata_lvl × 0.32) is the “Conversion Rate”.
      • The higher your conversion rate, the more healing you get per Vitality consumed.
      • In this case, the higher your Catacombs level, the more absorption you get out of the shield.
Catacombs Level Conversion Rate Total Absorption
25 20 1000
30 21.6 1080
35 23.2 1160
40 24.8 1240
45 26.4 1320
50 28 1400
  • Activating Wither Shield costs 50 Vitality
    • Not having enough Vitality does not prevent you from casting Wither Impact - it still deals damage, it just doesn’t put up the shield.
  • Wither Shield retains 10% damage reduction while the ability is active.
  • Wither Shield will no longer heal the player when it expires.
    • Instead of the healing, a Vitality refund is given based on how much of the shield is used - wasting no Vitality.

Wither Cloak Sword

Wither Cloak Sword
Wither Cloak Sword has been reworked to shield a lesser amount of damage.

  • Spawns a layered veil that negates damage, as follows:
    • Lose a layer on hit, consuming 30 Vitality and block up to 1000 damage.
      • The damage blocked scales with your Catacombs Stat Bonus.
    • When the damage exceeds a layer's limit, another layer is consumed, until all damage is accounted for.
    • If you don’t have enough Vitality for another block, consume all remaining Vitality and take slight knockback.
    • You cannot attack or regenerate Vitality while the veil is up.
  • Cooldown: UNCHANGED

Healing Enchantments

Healing Enchantments
All enchantments related to Healing are reworked as follows, with values defined from T1 - 7.

  • Lifesteal Heal for 2.4/4.8/7.2/9.6/12/14.4/16.8 HP every time you hit a mob.
  • Drain Gain 0.1/0.2/0.3/0.4/0.5/0.6/0.7 Vitality every time you hit a mob.
  • Vampirism Heal for 7/14/21/28/35/42/49 HP every time you kill a mob.
  • Rejuvenate Grants 1/2/3/4/5/6/7 Health Regen.
  • Respite Grants 3/6/9/12/15/18/21 Health Regen while out of combat.
  • Transylvanian* Grants +3/6/9/12/15/18/21 Max HP per enemy within 10 blocks, up to x*10.

* Note that the Transylvanian enchantment no longer heals, but instead grants increased Max HP.
# Note that enchantments may have values defined beyond tiers that are currently accessible.

Refrigerate

Refrigerate

  • Defense from Refrigerate now increases with the amount of armor pieces.
  • Maximum Defense gain is reduced from 1000 to 600 (4 pieces).
  • The amount of mana required to sustain the defense boost is higher.

Last Stand

Last Stand

  • Last Stand now activates a buff when you reach below 40% Health instead of being active only when staying under the threshold.
  • The Defense buff lasts 10 seconds with a 30 second cooldown, meaning the ability has 20s downtime.

Mana Enchantments

Mana Enchantments

  • The Mana enchantments (Hardened Mana, Strong Mana, Ferocious Mana, and Vampiric Mana) have been reworked to use Vitality instead.
  • The bonuses from the enchantments now proc on your own Vitality consumption.
  • The enchantments remain conflicting to one another and can be used on multiple armor pieces at once.
  • You can read more about why the Mana enchants have been revamped HERE.

Mastiff Armor and Pooch Sword

Mastiff Armor and Pooch Sword
Mastiff Armor has been entirely reworked to not provide a gargantuan HP boost.

  • The Defense reduction per Mastiff Armor piece is now -30.
  • Health per armor piece has been adjusted, as follows:
    • Helmet: 300
    • Chestplate: 500
    • Leggings: 400
    • Boots: 200
  • The existing HP to damage conversion has been removed, and replaced with the following:
    • NEW: Gain +1% HP for every 25 Crit Damage (Max +40% HP)
  • The Crit Damage nerf on Mastiff is reduced from 50% to 30%.
  • Healing with Mastiff Armor’s set bonus now consumes Vitality.

Pooch Sword has also been reworked to be more in line with other Slayer weapons.

  • Base Damage: +160
  • Gain +20 Weapon Damage per Wolf Slayer level.
  • Gain +200% Damage against Wolves. (+2x Multiplier, because slayer weapon)
  • While wearing a full set of Armor of the Pack or Mastiff armor, gain +100% Damage. (+1x Multiplier)

You can read more about the reasoning behind these changes HERE.

➥ Other Healing Sources

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These abilities/effects are less used compared to the ones previously mentioned.

Weapons and Pets

Weapons and Pets

  • Halberd of the Shredded’s Health per Hit:
    • 50 HP/hit ➜ 25 HP/hit.
  • Mosquito Bow
    • Nasty Bite ability: Heal for 200 HP for 10 Vitality.
    • Base Damage: 251 ➜ 319, damage multiplier on ability removed.
  • Zombie Soldier Cutlass:
    • Heals you for +10 Health when you hit an entity!
    • ➜ added “… while in Dungeons” condition.
  • Pigman Sword’s Burning Souls ability:
    • +300 Defense for 5s ➜ +75 Defense for 5s
  • Tarantula Pet’s Webbed Cells perk
    • Anti-healing is 30% less effective against you.
    • ➜ UNCHANGED, but noted for future balancing.
  • Whale Pet Perk ‘Ingest’
    • Heal 250 HP per potion consumed
    • ➜ Gain 0.05% → 5% Damage Reduction if you have any active Absorption.
  • End Stone Sword
    • The Extreme Focus ability now only works while in The End.
  • Flaming Flay
    • No longer heals when hitting non-Sea Creatures.
  • Adjusted weapons that have health costs into flat health costs, as follows:
    • Flower of Truth: 10% -> 100
    • Bouquet of Lies: 10% -> 250
    • Sword of Bad Health: 5% -> 100
    • Staff of the Volcano: 50% -> 1,000

Items

Items

  • Lesser Orb of Healing
    • Healing: 5% Max HP/s ➜ +25 Health Regen
    • Mana Drain: 50 Mana/s ➜ 15 Mana/s
    • Vitality Drain: 1 Vitality/s
    • Now has a duration limit of 60s
  • Discrite and Spotlite temporary consumption effects
    • (up to) 300 Health Regen and Rift Time ➜ (up to) 150 Health and Rift Time

Armor and Equipment

Armor and Equipment

  • Ghast Head:
    • 1% Max HP/s ➜ 5 HP/s
  • Holy Dragon Armor Set Bonus:
    • 200 Health Regen ➜ 75 Health Regen
  • Wand Bonus (Reaper and Revenant Armor):
    • Now requires the armor set to be worn for at least 3s before the bonus activates.
  • Double Healing helmet line
    • The helmets no longer double your Vitality and Mending and instead grant flat amounts of Vitality and Mending, as follows:
      • Zombie’s Heart: 30 Vitality, 30 Mending
      • Crystallized Heart: 40 Vitality, 40 Mending
      • Revived Heart: 50 Vitality, 50 Mending
      • Reaper Mask: 60 Vitality, 60 Mending
  • Mender line
    • Mender Helmet:
      • Grants 100 Mending while in Dungeons
      • ➜ Grants 50 Mending while in Dungeons
    • Mender Fedora:
      • Grants 100 Mending and Vitality while in Dungeons
      • ➜ Grants 65 Mending and Vitality while in Dungeons
    • Mender Crown:
      • Grants 100 Mending and Vitality while in Dungeons
      • ➜ Grants 80 Mending and Vitality while in Dungeons
  • Fragged Spirit Mask Healing Change:
    • Heal for 100 + 3% of your Maximum Health
    • ➜ Heal for 10% of your Max Health over 5 seconds.
    • (Buff to prevent re-dying directly after activation)
  • % Max HP/s Cloaks
    • Ghast Cloak: 0.5% Max HP/s ➜ 10 HP/s
    • Vanquished Ghast Cloak: 1% Max HP/s ➜ 20 HP/s
    • Destruction Cloak: 0.5% Max HP/2s ➜ 15 HP/2s
    • Annihilation Cloak: 1% Max HP/2s ➜ 25 HP/2s
  • Shadow Assassin Armor:
    • For all of the bonuses on teleport/kill, the 3s cooldown per trigger is kept.
    • 1% HP on teleport → +15 HP on kill. (Leggings)
  • Miner Armor Full Set Bonus:
    • Regenerates 5% of your max ❤ Health every second if you have been out of combat for the last 8 seconds
    • ➜ Added a Gold Mine and Deep Caverns location restriction
  • Mercenary Armor:
    • Earn +5 Coins and heal 20❤ each kill.
    • ➜ Added a 0.5s cooldown to the ability.
  • Leaflet Armor:
    • UNCHANGED, but adjusted the description to fit modern standards.
  • Removed healing from Werewolf Armor.

Accessories

Accessories

  • Campfire Badges
    • Gain +1 Health Regen for each tier of Campfire Badge while burning.
    • For Campfire Badges over Tier XX, gain +0.5 Health Regen for each tier of Campfire Badge everywhere.
  • Vampire Dentist Relic: +10 Health Regen ➜ +5 Health Regen
  • Healing Talisman: +5 Vitality ➜ +2 Vitality
  • Healing Ring: +10 Vitality ➜ +4 Vitality
  • Survivor Cube: +5 Vitality ➜ +3 Vitality
  • Devour Ring: Heal 5 HP on kill ➜ Heal 10 HP on killing Zombies. (0.5s cd kept)

Accessory Powers

Accessory Powers

  • True Defense’s stat point scaling is reduced from 0.27 to 0.17
  • Mending and Vitality stats are excluded from Powers for balancing reasons.
  • Crumbly
    • OLD: 0.3 HP, 0.15 INT, 0.1 TD, 0.3 MEND, 0.3 VIT
    • NEW: 0.3 HP, 0.15 INT, 0.4 TD, 0.1 AS, 0.05 CC
  • Sanguisuge
    • OLD: 0.5 STR, 0.15 HP, 0.2 CD, 0.15 VIT
    • NEW: 0.6 STR, 0.10 HP, 0.2 CD, 0.10 CC
  • Frozen
    • OLD: 0.6 DEF, 0.5 CD, 0.25 STR, -0.15 WS
    • NEW: 0.55 DEF, 0.45 TD

Potions

Potions

  • Regeneration: Reduced the Health Regen by 50% at all potion tiers.
  • Healing: +5 HP/s per potion tier for 5 seconds.
  • Wisp: +10 Vitality ➜ +10 Health Regen

Other Changes

Other Changes

  • Vitality Attribute:
    • 2 Vitality per Tier ➜ 1 Vitality per Tier
    • 1% of missing health ➜ 10 Health Regen for 5s
  • Turtle Pet’s Turtle Shell perk:
    • 20 Vitality ➜ 10 Vitality
    • 25 Vitality ➜ 15 Vitality at Level 100
  • Quantum Enchantment:
    • Amount of Vitality halved at each tier
  • Unbreaking (Gold Essence Shop Perk):
    • 2 Vitality ➜ 1 Vitality per tier
  • Bloodsoaked Reforge Passive:
    • Increases the enchantment effects of Life Steal, Vampirism, and Syphon by 1 level. (Previously 1.15× Healing Bonus)
  • Viking Tear
    • No longer adds health per second to potions brewed with this item.

▶ Damage Changes

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A big part of Healing Revamp is adjusting the amount of damage dealt throughout the whole of SkyBlock to ensure that content is at a good state despite reduced healing availability.

➥ Slayers

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After continuous testing and feedback on Alpha , we have decided to grant some healing after you kill a slayer boss. Slayer bosses are currently balanced around you having access to full HP and healing resources.

While this healing effect isn’t a full heal, this should let players heal to full before their next fight much easier, and also help dealing with coccooned slayer bosses.

  • Healing per second is determined by your Slayer Tier
    • T1: 40
    • T2: 80
    • T3: 120
    • T4: 160
    • T5: 200
  • Duration of healing scales with your Slayer Level
    • Base: 6s
    • Slayer Level 2: 7s
    • Slayer Level 4: 8s
    • Slayer Level 6: 9s
    • Slayer Level 8: 10s

Here’s some examples to help grasp the concept:

  • If I have not done a slayer before, and I did T1 Zombie, I’ll regenerate 40 health for 6 seconds.
  • If I’m Slayer Level 5 and doing T3 Spider, I’ll regenerate 120 health per second for 8 seconds.
  • If I'm Slayer Level 7 and doing T4 Enderman, I'll regenerate 160 health per second for 9 seconds.
  • Self reminder to color code [sic]

Note that this healing does not happen while you’re in The Rift.

Below are some further adjustments to slayers.

Tarantula Slayer

Tarantula Slayer

  • Adjusted Tarantula Slayer’s Vitality Reduction
    • T2: 15%
    • T3: 30%
    • T4: 50%
    • T5: 75%
    • The Webbed Cells perk now works specifically against this instance of Vitality reduction.

Enderman Slayer

Enderman Slayer

  • Adjusted Enderman Slayer damage
    • Base Damage
      • T1: 1,200 → 900
      • T2: 5,000 → 3,200
      • T3: 12,000 → 8,000
      • T4: 21,000 → 13,500
    • Dissonance (now 0.4x Base Damage)
      • T1: 720 → 360
      • T2: 3,000 → 1,280
      • T3: 7,200 → 3,200
      • T4: 12,600 → 5,400
    • Malevolent Hitshield
      • T3 & T4: 3,000 → 2,000
    • Nukekubi Fixations
      • T3: 800 → 600
      • T4: 2,000 → 1,500

Blaze Slayer

Blaze Slayer

  • Mob Damage:
    • Smoldering Blaze: 3,900 → 2,500
    • Millennia-Aged Old Blaze: 15,000 → 6,000
  • Blaze Slayer miniboss damage:
    • Flare Demon: 7,000 → 2,500
    • Kindleheart Demon: 12,000 → 5,000
    • Burningsoul Demon: 30,000 → 9,000
  • Smoldering Polarization’s immunity effect will last for 10s after you kill the boss.
  • You can now destroy Blaze Pillars without a Wisp pet.
    • You can destroy them faster by using a Wisp Pet, and having the Coldfused reforge.
  • % True Damage is replaced with flat true damage, as follows:
Demonlord Phase 1 Phase 2 Phase 3
Tier 1 45 65 115
Tier 2 65 130 190
Tier 3 80 160 320
Tier 4 385 575 955
  • Fire Pits do triple (3×) Phase-3 damage (instead of 200% hp)
  • Colliding with Quazii’s “ROFLcopter” deals 1,500 True Damage (instead of 70% hp)
  • Stepping into Typhoeus fire trail deals deals [sic] 1,350 True Damage (instead of 60% hp)

➥ Dungeons

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There have been many impactful changes to The Catacombs as part of this update.

Firstly, all healing within the Catacombs now scales with your Dungeon Stat Boost – the boost that you primarily gain from leveling the Catacombs skill.

As part of this change, your Health Regen and Vitality stats on items are no longer boosted by the Dungeon Stat Boost.

  • Health Regen already scales with having more Health due to it being a percentage heal.
  • The amount of healing you get per unit of Vitality is already scaled by the Dungeon Stat Boost.

Next, we adjusted the scaling of stats between Catacombs levels.

New Stat Boost Curve Values

The following are the Catacombs Stat Boost rewards, comparing old and new:

Level Increase (Old) Total (Old) Increase (New) Total (new) Absolute change (old to new)
0 10% 10% 10% 10% 0%
1 4% 14% 5% 15% 1%
2 4% 18% 5% 20% 2%
3 4% 22% 5% 25% 3%
4 4% 26% 6% 31% 5%
5 4% 30% 7% 38% 8%
6 5% 35% 8% 46% 11%
7 5% 40% 9% 55% 15%
8 5% 45% 10% 65% 20%
9 5% 50% 10% 75% 25%
10 5% 55% 10% 85% 30%
11 6% 61% 10% 95% 34%
12 6% 67% 10% 105% 38%
13 6% 73% 10% 115% 42%
14 6% 79% 10% 125% 46%
15 6% 85% 10% 135% 50%
16 7% 92% 10% 145% 53%
17 7% 99% 10% 155% 56%
18 7% 106% 10% 165% 59%
19 7% 113% 10% 175% 62%
20 7% 120% 10% 185% 65%
21 8% 128% 10% 195% 67%
22 8% 136% 10% 205% 69%
23 8% 144% 10% 215% 71%
24 8% 152% 10% 225% 73%
25 8% 160% 10% 235% 75%
26 9% 169% 10% 245% 76%
27 9% 178% 10% 255% 77%
28 9% 187% 10% 265% 78%
29 9% 196% 10% 275% 79%
30 9% 205% 10% 285% 80%
31 10% 215% 10% 295% 80%
32 10% 225% 10% 305% 80%
33 10% 235% 10% 315% 80%
34 10% 245% 10% 325% 80%
35 10% 255% 10% 335% 80%
36 12% 267% 10% 345% 78%
37 12% 279% 10% 355% 76%
38 12% 291% 10% 365% 74%
39 12% 303% 10% 375% 72%
40 12% 315% 10% 385% 70%
41 14% 329% 10% 395% 66%
42 14% 343% 10% 405% 62%
43 14% 357% 10% 415% 58%
44 14% 371% 10% 425% 54%
45 14% 385% 10% 435% 50%
46 16% 401% 10% 445% 44%
47 17% 418% 10% 455% 37%
48 18% 436% 10% 465% 29%
49 19% 455% 10% 475% 20%
50 20% 475% 10% 485% 10%

Consequences of New Stat Curve

The curve adjustment has the following impacts:

Catacombs Mastery Stat boost percent Damage increase: Ehp increase:
0 10% → 10% unchanged 0% 0%
10 55% → 85% (+30%) ~40% ~25%
20 120% → 185% (+65%) ~75% ~45%
30 205% → 285% (+80%) ~75% ~45%
40 315% → 385% (+70%) ~50% ~30%
45 385% → 435% (+50%) ~20% ~20%
50 475% → 485% (+10%) ~5% ~3%

The implications of this are twofold:

  • Players at all Catacombs levels now have more combat stats to work with.
    • This is relevant to the update in terms of EHP and survivability, most players will now generally be more tanky.
  • The increased stats at earlier catacombs levels makes the mob scaling between floors more appropriate.
    • It should be a lot easier now to progress through the Catacombs from scratch.

Additionally, we adjusted the damage of various dungeon mobs and mechanics, as follows: Reduced mob damage in dungeons by a baseline of 10% (0.9×). Reduced mob damage and health in pre-master mode further, based on the floors where the mobs appear.

Damage Multipliers

  • Entrance: 0.70×
  • Floor 1 : 0.50×
  • Floor 2 : 0.45×
  • Floor 3 : 0.50×
  • Floor 4 : 0.45×
  • Floor 5 : 0.70×
  • Floor 6 : 0.80×

Sources of damage which are nigh-unavoidable have been reduced more compared to other mobs:

  • Fels (Tentaclees) at 30%
  • Spirit Animals (Thorn fight) at 15% and Spirit Chicken at 20%
  • Frozen Adventurer and Shadow Assassin at 25%
  • Skeletor. Skeletor Prime, Crypt Lurker at 20%
  • Skeleton Master, Super Archer, Zombie Commander at 20%

Some mob abilities have had their damage adjusted, as follows:

Mob Ability Damage Adjustments

  • Stormy Modifier: 10% True Damage ➜ Regular Damage (that scales per floor), as follows:
    • F5: 2,000
    • F6: 2,500
    • F7: 5,000
    • M5: 45,000
    • M6: 60,000
    • M7: 70,000
  • Watcher Summons
    • Livid
      • Backstab Multiplier: 10x → 2x
    • Bonzo
      • Balloon Damage
      • Regular: 8,000 → 0.6x Base Damage
      • Master: 350,000 → 0.5x Base Damage
    • Scarf
      • Sand Blizzard Damage
      • Regular: 5% HP TRUE → 0.2x Base Damage
      • Master: 5% HP TRUE → 0.2x Base Damage
    • Giants
      • Adjusted L.A.S.R’s Eye Beam, as follows:
        • Master: 0.65x Base Damage → 0.5x Base Damage
      • Adjusted Jolly Pink Giant’s Boulder Toss, as follows:
        • Regular: 3x Base Damage + 20% HP TRUE → 5x Base Damage
        • Master: 5x Base Damage + 20% HP TRUE → 3x Base Damage
      • Adjusted Bigfoot’s Stomp, as follows:
        • Regular: 8x Base Damage → 5x Base Damage
        • Master: 10x Base Damage → 4x Base Damage
      • Adjust Diamante’s Sword Throw, as follows:
        • Regular:
          • Sword Base Damage: 20,150 → 25,160
          • Ability: 3x Base Damage → 1x Base Damage
        • Master:
          • Sword Base Damage: ~400k → ~200k
          • Ability: 8x Base Damage → 1x Base Damage
          • (This used to deal 400,000 x 8 = 3.2m damage)
  • Floor 2 — Scarf
    • (Note that the base damage of Scarf’s minions have already been nerfed by 20%, which affects the scaling of their damage).
    • Adjusted Undead Archer's Base Damage:
      • Regular: 1,500
      • Master: 30,000
    • Adjusted Undead Mage's Wither Skull damage, as follows:
      • Regular: 0.8x Base Damage → 0.45x Base Damage
      • Master: 2x Base Damage → 0.65x Base Damage
    • Adjusted Undead Mage's Magma Pit damage, as follows:
      • Regular: 10% HP TRUE → 0.15x Base Damage
      • Master: 15% HP TRUE → 0.6x Base Damage
    • Adjusted Undead Warrior's Charge damage, as follows:
      • Regular: 0.5x Base TRUE Damage → 0.3x Base Damage
      • Master: 2x Base TRUE Damage → 1x Base Damage
  • Floor 3 — The Professor
    • Adjusted Laser Guardian’s Focus Beam, as follows:
      • Regular: 5% HP TRUE → 0.1x Base Damage
      • Master: 15% HP TRUE → 0.6x Base Damage
    • Adjusted Chaos Guardian’s Discharge, as follows:
      • Regular: 0.5x Base Damage (NO CHANGE)
      • Master: 1x Base Damage → 0.7x Base Damage
    • Adjusted Reinforced Guardian’s TNT Rain, as follows:
      • Regular: 1x Base Damage → 0.6x Base Damage
      • Master: 1x Base Damage → 0.8x Base Damage
  • Floor 4 — Thorn
    • Adjusted Spirit Chicken's Lightning damage, as follows:
      • Regular: 500 + 25% HP TRUE → 1.5x Base Damage
      • Master: 500 + 35% HP TRUE → 0.35x Base Damage
    • Adjusted Spirit Bull’s Charge damage, as follows:
      • Regular: 10% HP → 0.3x Base Damage
      • Master: 20% HP TRUE → 0.75x Base Damage
    • Adjusted Spirit Sheep’s Explosion damage, as follows:
      • Regular: 1x Base Damage → 0.2x Base Damage
      • Master: 2x Base Damage → 0.2x Base Damage
    • Adjusted Spirit Wolf's base damage, as follows:
      • Regular: 5,400 → 3,000
      • Master: 140,000 → 100,000
    • Adjusted Spirit Wolf's damage buff against Tanks, as follows:
      • Regular: 10x → 3.5x
      • Master: 10x → 3.5x
    • Adjusted Spirit Rabbit’s base damage, as follows:
      • Master: 84,000 → 60,000
  • Floor 6 — Sadan
    • Adjusted the base damage of Sadan's Giants from 2,500,000 → 1,000,000.
    • The ability scaling of the various Giant abilities share the same definition as their *** Watcher counterparts.
    • Adjusted Terracotta's Base Damage
      • Master: 190,000 → 95,900
    • Adjusted Golem Base Damage
      • Master: 2,000,000 → 1,000,000
  • Floor 7 — The Withers and Dragons
    • Adjusted Storm’s “Fireball” ability, as follows:
      • Regular: 15% HP TRUE → 75,000 Regular Damage
      • Master: 40% HP TRUE → 1,000,000 Regular Damage
    • Adjusted the damage of the laser used to stun Maxor, as follows:
      • (This damage happens every 10 ticks)
      • Regular: 30% HP TRUE → 150,000 Regular Damage
      • Master: 30% HP TRUE → 800,000 Regular Damage
    • Necron
      • M7 Base Damage: 450,000 → 300,000
      • Fireballs: 2x Base Damage → 2x Base Damage (intended 600k damage, NO CHANGE)
      • Swords: 10x Base Damage → 5x Base Damage
      • Lightning: 15% HP TRUE → 2x Base Damage
    • Goldor
      • Greatsword Direct Hit
        • MM: 1M Regular Damage
      • Greatsword TNT ignite
        • M7: 500k Regular Damage
    • M7 Red Dragon’s TNT
      • 4× Base Damage (800,000 × 4)

Some non-mob sources of damage has also been adjusted, as follows:

  • Fire Traps: 50% HP Damage → 15% HP Damage
  • Arrow Traps: 50% HP Damage → 15% HP Damage
  • Crusher: 100% HP Damage → 30% HP Damage
  • Tripwire Traps: 33% HP Damage → 15% HP Damage
  • F7: 40% HP → 8,000 Regular Damage
  • M7: 40% HP → 60,000 Regular Damage

The exact changes can be found HERE, and you can read more about the reasonings behind the exact changes in THIS section of the design thread.

Classes in Dungeons have received the following changes:

  • Berserk
    • Now awards 0.75% Melee Damage increase per level up (multiplicative).
    • Melee Hits are 5x more effective at scaling the Lust For Blood damage bonus.
    • Berserk Bloodlust Passive: 3% Max HP per hit ➜ 3% Max HP per kill
  • Mage
    • Now awards 5 Ability Damage + 1 Ability Damage every 5 levels.
  • Healer
    • Now awards 10 + 0.2 Vitality per Class Level
    • Now awards 10 + 0.5 (flat) Mending per Class Level
    • Mending now affects Healer’s self healing.
    • Healer’s Healing Circle Healing per second: 2% Max HP ➜ 1% Max HP
  • Tank
    • Now awards 10 + 0.5 Vitality per Class Level
  • Archer
    • Healing Bow (Archer Ghost Item): 20% ➜ 10% Max HP

➥ Crimson Isle Minibosses

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Crimson Isle minibosses have the following adjustments:

  • You now only need to deal 500,000 ➜ 250,000 damage to a Crimson Isle miniboss to be eligible for loot when the miniboss is slain.
  • Ashfang
    • Ashfang’s Gravity Orb now deals 5,000 damage per second (instead of 1-tap).
    • Reduced Ashfang’s healing per blaze absorbed to 250k.
    • Reduced Ashfang’s Blaze HP to 2m.
  • Bladesoul
    • Reduced Bladesoul’s base damage to 3,000.
    • Reduced Bladesoul’s Wither Plume to 7,500 regular damage.
  • Mage Outlaw
    • Venomous and Fire Aspect DoT effects no longer nuke you against Mage Outlaw.
  • Barbarian Duke
    • Reduced Barbarian Duke X’s damage to 2,500.
    • Reduced the stun duration of Barbarian Duke X’s leap by 50%.
  • Magma Boss
    • Reduced the HP of Magma Boss and its minions by 20%.
    • Magma Glare damage: Nerfed from exponential scaling of 2ⁿ to linear scaling of 2×n, where n is the number of Magma Glares attacking the player.

➥ Kuudra

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  • Kuudra general mob damage has been halved.
    • This affects newer players way less in practice, the goal is for end-game players to never struggle with healing in Kuudra, and this should accomplish it.
  • Dropships
    • The damage now scales off their base damage, as follows:
      • T1: 6,000
      • T2: 7,000
      • T3: 8,000
      • T4: 9,000
      • T5: 10,000
  • Chaosmites
    • T1: 20,000
    • T2: 24,000
    • T3: 28,000
    • T4: 36,000
    • T5: 44,000
  • Omegagma
    • The explosion damage no longer increases in damage based on the player's max health.
  • Wandering Blaze
    • Removed %HP damage from Wandering Blaze's damage scaling.
  • Blazing Golem
    • Throwing Blocks
      • 15% HP True Damage → 0.6x Base Damage (regular damage)
    • “Jump”
      • 30% HP TRUE → 1.5x Base Damage (regular damage)

➥ Sea Creatures

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Sea Creatures

  • Sea Creature Adjustments
    • Nessie
      • Nessie’s “charge” attack: “50%+ True Damage” → 2x the damage stat (4k)
      • Base damage: 2,500 → 2,000
    • Wiki Tiki
      • Wiki Tiki Totem-Beams: 1.5k True Damage → 8,000 flat damage.
    • Blue Ring Octopus
      • Base Damage: 10,000 → 4,000
    • Thunder
      • Leap Ability: 50% True Damage → 15,000 Damage
      • Eye Beam?: 12.5% True Damage → 2,000 Damage
    • Lord Jawbus
      • Laser: 75% True Damage → 3x Base Damage
      • Fireballs: 1x Base Damage → 0.25x Base Damage
      • Base Damage: 15,000 → 10,000
    • Ragnarok
      • Base Damage: 20,000 → 10,000

➥ Mythological Ritual

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Mythological Ritual

  • King Minos
    • Reworked King Minos’s rage mechanic, as follows:
      • OLD: changing regular damage into true damage based on times hit
      • NEW: increases regular damage based on time alive, same as Inquisitor, scales 10% per second and capped at 1,000%, but does not despawn when hitting the cap.
    • Bobber stat reduction cap: -80% → -50%
    • Bobber damage: 20% Max Hp True Damage → 5,000 Regular Damage
    • Slam damage: 15% Max Hp True Damage → 4,000 Regular Damage
  • Manticore
    • Damage: 8,000 → 5,000
  • Sphinx Damage (Based on Griffin Rarity)
    • Legendary 4,000 → 3,500
    • Mythic 7,000 → 5,000
  • Gaia Lightning Ability (Based on Griffin Rarity)
    • Rare 20% Max HP True Damage → 5,000 Regular Damage
    • Epic 30% Max HP True Damage → 7,500 Regular Damage
    • Legendary 40% Max HP True Damage → 10,000 Regular Damage
    • Mythic 50% Max HP True Damage → 15,000 regular Damage
  • Harpy
    • Intelligence and Vitality stat reduction capped at -50%
  • Cretan Bull Damage (Based on Griffin Rarity)
    • Common 5% Max HP True Damage → 1,000 Regular Damage
    • Uncommon 10% Max HP True Damage → 2,000 Regular Damage
    • Rare 15% Max HP True Damage → 3,000 Regular Damage
    • Epic 20% Max HP True Damage → 4,000 Regular Damage
    • Legendary 30% Max HP True Damage → 6,000 Regular Damage
    • Mythic 40% Max HP True Damage → 10,000 Regular Damage
  • Inquisitor Damage (Based on Griffin Rarity)
    • Legendary 750 → 700
    • Mythic 1000 → 900

➥ Dragons (The End)

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The regular damage has not been changed, only the True Damage portions received changes, as follows:

  • Rush: 55% HP True Damage ➜ 550 True Damage
  • Fireball: 20% HP True Damage ➜ 200 True Damage
  • Lightning Strike: 20% HP True Damage ➜ 200 True Damage

➥ Glacite Mobs

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  • Littlefoot
    • Base Damage: 15,000 → 10,000
  • Glacite Bowman
    • Base Damage: 6,250 → 4,000
  • Glacite Caver
    • Base Damage: 6,000 → 4,000
  • Glacite Mage
    • Base Damage: 6,250 → 4,000
  • Glacite Mutt
    • Base Damage: 6,000 → 4,000

➥ Campfire Challenges

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  • The damage for both Campfire challenges have been re-adjusted. You can view the values here.
  • Trial by Fire now deals 20% True Damage and 80% Regular Damage.
  • The challenges are now perfectly doable without items that negate damage, such as Wither Cloak Sword.

➥ Other Damage Adjustments

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Adjusted the health and damage of some early-game mobs, as follows:

Spider’s Den

  • Removed the Venom Shot ability of Arachne's Keeper.
    • It should now deal damage equal to its base damage of 200, making it twice as threatening as your average spider.
  • BROOD_MOTHER_CAVE_SPIDER_6:
    • Health: 1200 → 600
    • Damage: 100 → 75
  • BROOD_MOTHER_SPIDER_12:
    • Health: 6000 → 3000
    • Damage: 250 → 125
  • DASHER_SPIDER_42:
    • Health: 900 → 250
    • Damage: 90 → 75
  • DASHER_SPIDER_45:
    • Health: 1100 → 300
    • Damage: 110 → 80
  • DASHER_SPIDER_50:
    • Health: 1400 → 360
    • Damage: 150 → 85
  • RANDOM_SLIME_8:
    • Health: 400 → 200
    • Damage: 100 → 50
  • RANDOM_SLIME_20:
    • Health: 1500 → 750
    • Damage: 220 → 100
  • SPIDER_JOCKEY_42:
    • Health: 1000 → 500
  • SPLITTER_SPIDER_42:
    • Health: 800 → 310
    • Damage: 90 → 55
  • SPLITTER_SPIDER_45:
    • Health: 1100 → 370
    • Damage: 120 → 60
  • SPLITTER_SPIDER_50:
    • Health: 1450 → 440
    • Damage: 160 → 65
  • VORACIOUS_SPIDER_42:
    • Health: 750 → 360
    • Damage: 95 → 85
  • VORACIOUS_SPIDER_45:
    • Health: 1150 → 430
    • Damage: 150 → 90
  • VORACIOUS_SPIDER_50:
    • Health: 1450 → 510
    • Damage: 170 → 95
  • WEAVER_SPIDER_42:
    • Health: 800 → 260
    • Damage: 100 → 55
  • WEAVER_SPIDER_45:
    • Health: 1200 → 310
    • Damage: 160 → 60
  • WEAVER_SPIDER_50:
    • Health: 1500 → 370
    • Damage: 175 → 65

➥ Other Changes

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  • Added Plasma to Mithril Grubbers loot pool
    • This lets you obtain Plasma without killing Ghosts.
    • It’s likely even more efficient than killing ghosts, and that’s fine.
      • This is balanced around players having a very small amount of Fishing progression, having more stats speeds up this grind significantly.
  • Explosive Arrows no longer damage yourself.
  • Changed Refrigerate cost from Einary to require less Volcanic Rocks.
  • Demonslayer Gauntlet
    • Increased the True Defense from +5 to +20.
    • Now increases damage against Infernal mobs by 1.15x.

We're hoping to have the Alpha Network open for the Torrhus Canyon update soon with lots of changes!

If you encounter any bugs or unexpected behavior, make sure to report it HERE!
And that's all for today! :hypixel_smile: