Changelog/2026/June 10

AHN 

[June 10] Healing Revamp Alpha Testing & Security Quest

Updated: June 10, 2026

Hello!

Today, we will be mainly testing Healing Revamp on Alpha. This update revamps Healing in SkyBlock and adjusts items that boost survivability (damage reduction, defense, damage negation). There is a lot to unpack here, so please read the thread carefully and experience the changes on the Alpha Network before providing feedback.

We have also rolled a new Security Quest onto Alpha as part of this testing session. You can access this at the back of the community center as long as you're SkyBlock Level 10. You will be lectured about the dangers of losing your Minecraft account, along with other safety things. The quest may take a while, but you get a Booster Cookie for your efforts. Please check it out and provide feedback accordingly :)

We are looking for feedback regarding the following for Healing Revamp:

  • How do you feel about Vitality as a resource?
    • Is the concept easy enough to figure out? Why or why not?
    • Are there certain improvements that we can do to the UI to make it better?
  • Are there certain areas of the game that became much easier or harder due to these changes?
  • Should there be a general reduction to mob damage?
    • Centauri has a Resistance Sundial item that lets you increase your damage resistance. You can simulate nerfed mob damage by increasing your damage reduction against enemies.


The following detailed information is appreciated when providing feedback:

  • CONTEXT — What game stage, gear, and stats are you working with?
  • DIFFICULTY — How difficult is content after the changes?
    • Can you complete what you could before?
    • Have things become easier or harder?
  • DAMAGE ADJUSTMENT — Have certain mobs become harder to defeat with this change:
    • At what Damage Resistance percentage does the gameplay experience become similar to the experience on the live server?
    • You can adjust your Damage Resistance with the Resistance Sundial for testing.
    • YES, we are looking to nerf mob damage. If you're dying more often, let us know!
  • EXPERIENCE — How does the gameplay experience feel?
    • What aspects feel different compared to before?
    • How do those differences make you feel?

We plan on reducing the general amount of damage mobs deal based on the feedback. We anticipate that different groups of mobs will require different nerfs to their damage. The current hypothesis is early game mobs need minimal changes, while later game mobs may potentially need bigger damage reductions. Kuudra is expected to have mob damage nerfs, but those have not been implemented yet.

Please do not hesitate to ask questions about mechanics, changes, and design of the update as a whole. We will be looking forward to your questions.

▶ General Information​

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Healing Revamp is not a content update, but rather a required step towards a combat revamp that allows us to produce better combat content.

This update does not intend to drastically affect the difficulty of existing combat content.

Healing in SkyBlock has been troublesome to deal with in terms of design, and these problems have affected gameplay negatively.

To summarize:

  • We currently cannot control a player’s access to healing.
  • The more healing there is, the more damage mobs need to do (to be a threat).
  • Everything turns into a glass cannon fight, where you either one-shot enemies, or get one-shot.

The solution to this issue is to control access to healing.

We took the approach of introducing a new resource stat (in Vitality), just like Mana for general abilities.

You’re certainly familiar with how Mana works. The amount of mana you have available controls which abilities you can feasibly use without running out of mana. There can be more powerful abilities that come with a higher mana cost. Having more mana is always better for the player.

All of the aforementioned things apply to Vitality as a resource stat.

Vitality is ‘mana’ that is only used for Healing abilities. The more Vitality you have, the more frequently you can activate healing abilities, and gives you access to stronger healing abilities.

The main goal of this update is to allow (future) combat design not to require immense damage values to kill a player. It allows us to develop longer combat experiences where your HP matters.

Read on for further explanation of why this update is needed, and what it brings to the table.

➥ The current state of Healing in SkyBlock​

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  • 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 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 being required to compensate for the availability of healing;
    • To threaten consequences (such as death) to the player, we 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 so quickly anyway before the next attack lands.
  • 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. Adding stronger percentage healing items is also not sustainable.

Why is current healing is not sustainable?

  • Items that give ‘percentage’ healing (% Max HP) have the side-effect of scaling with the Max HP (Health) stat.
    • Healing is needed to recover Health, while Defense decreases damage taken.
    • So Healing power is determined by EHP/s recovery, not just by HP/s.
    • Competing with percentage healing is a vicious cycle - either flat values inflate trying to keep up with a growing number, or the percentage grows.
      • With healing multipliers, sources like Zombie Sword already give >15% Max HP per activation — instantly.
    • With Healing power already being increased by Defense and Healing amount,
    • Max HP scaling percent Healing gets us closer to the glass-cannon spiral.
    • Keeping up with a level of EHP recovery at >15% Max HP instantly for free is the problem.
    • The conclusion is that percentage healing needs to be limited.
    • It can still exist, and will still exist with this update, but in the form of Health Regen (stat) which is controlled to moderate amounts.
  • Percent HP (true) damage finishes the loop started by percent healing:
    • Percentage HP Damage can keep damage threatening as EHP and EHP/s increase, seemingly presenting a solution.
    • But look at the incentives percent Damage creates:
    • You take more damage with higher HP, and therefore have to heal more in return. This isn’t fair at all! More stats is… worse???
    • ➜ Percent healing makes less health worse and percent damage makes more health worse.
    • ➜ % Healing must increase to outheal % Damage, fueling the glass-cannon spiral.
    • In conclusion: % Damage and % Healing combine to make combat unenjoyable at any HP.

Content that is currently in the game is designed around the availability of Healing in SkyBlock. It is technically possible to design around these issues, but the resulting gameplay involving insta-kills is not a fun gameplay loop. We want to avoid these in future gameplay.

We have devised a solution to the above issue in the form of ‘Vitality as a Resource’.

➥ How does ‘Vitality as a Resource’ work?​

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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.
  • 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.
  • Vitality replaces Mana in your action bar when holding an item that consumes Vitality.

➥ What does this accomplish?​

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  • We no longer need to resort to high damage values to make damage stick on players.
    • With lowered damage numbers, content will now be more accessible to players throughout progression.
  • % Max HP based True Damage can be phased out in favor of regular (flat number) damage.
    • This makes it no longer disadvantageous to have higher amounts of EHP.
    • Example: Take 75% Max Hp as True Damage from an obstacle.
  • We can now effectively control how much Healing a player has by limiting the amount of Vitality you have.
    • There is no longer an advantage for having 6 healing items just to bypass individual item cooldowns.
  • We can introduce stronger Healing items without worrying that it becomes too much healing.
  • Mage no longer has an inherent advantage in healing availability due to Mage naturally preferring to stack mana.

➥ What content will this affect?​

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  • The goal of this update is to let us make better Combat content in the future, with fights that last longer and your health value actually mattering. The point of emphasis is that content where healing is currently relevant should not be more difficult than before.
    • If there are cases where content is proving to be more difficult or inaccessible, we can adjust the damage of each content accordingly.
  • Here's some content that will be affected more by the changes:
    • Dungeons
    • Blaze Slayer
    • Other Slayers
    • Campfire Trials
      • Both Campfire Trials have their damage values adjusted to be completable within reasonable progression.
    • General Combat Gameplay

➥ Other Important Changes​

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  • Passive Health Regeneration is now doubled while out of combat.
  • The definition of being in-combat has been slightly tweaked — if you defeat whatever is aggro’d onto you, you are now out of combat.
  • Healing in Dungeons is multiplied by your Dungeon Stats Boost.

▶ Full List of Changes​

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➥ Relevant Healing Sources​

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These items/heailng 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

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 ‘flat’ HP/s on Power Orbs has been separated into two parts, Health Regen and Flat Healing.
Instead of the original ‘percentage’ heal for x% HP per second, each Power Orb now gives some Health Regen (stat), 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: 25 HP/s
  • Alert Flare: 30 HP/s
  • SOS Flare: 40 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 as (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 25 1000
30 27 1080
35 29 1160
40 31 1240
45 33 1320
50 35 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

This file was created by Hypixel, or a team or individual employed by Hypixel, and was distributed on the Hypixel Forums as part of an official changelog or announcement post.

Copyright Hypixel
This asset is created by Hypixel or a team or individual employed by Hypixel.
Depending on the content in question, the following sublicense may also be applicable:
Copyright Mojang Studios
This asset is fully or partially created by Mojang, and can be freely used on this wiki.
  • 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

This file was created by Hypixel, or a team or individual employed by Hypixel, and was distributed on the Hypixel Forums as part of an official changelog or announcement post.

Copyright Hypixel
This asset is created by Hypixel or a team or individual employed by Hypixel.
Depending on the content in question, the following sublicense may also be applicable:
Copyright Mojang Studios
This asset is fully or partially created by Mojang, and can be freely used on this wiki.
  • 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

This file was created by Hypixel, or a team or individual employed by Hypixel, and was distributed on the Hypixel Forums as part of an official changelog or announcement post.

Copyright Hypixel
This asset is created by Hypixel or a team or individual employed by Hypixel.
Depending on the content in question, the following sublicense may also be applicable:
Copyright Mojang Studios
This asset is fully or partially created by Mojang, and can be freely used on this wiki.
  • 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.

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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 adjusted to be more in line with other Slayer weapons.

  • The Sword’s Base Damage is +160.
  • Gain +10 Weapon Damage per Wolf Slayer level.
  • Gain +75% Damage against Wolves.
  • The above bonuses are doubled while wearing a full set of Mastiff or Pack Armor.
  • The Strength bonus from the weapon’s passive has been removed.

➥ 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

  • Axe 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.

Items

Items

  • Gloomlock Grimoire
    • 40% Max HP ➜ 1000 HP for 60 Vitality (No Cooldown)
    • Retains the Soulflow Mana cost as before too.
    • The damage debuff for activating the item has been removed.
  • 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)
  • Leaflet Armor:
    • 5 HP/s while in Forest Area UNCHANGED
  • 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.
  • Finwave/Gillsplash Equipment:
    • 1 Health Regen UNCHANGED

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)
  • Blood Donor Talisman line: UNCHANGED

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

Dungeons

Dungeons

REMINDER: ALL ‘FLAT’ Healing in Dungeons is increased by Catacombs boost.

  • Health Regen and Vitality stats no longer scale on dungeonized items.
  • Healing Bow (Archer Ghost Item): 20% ➜ 10% Max HP
  • Berserk Bloodlust Passive: 3% Max HP per hit ➜ 3% Max HP per kill
  • Healer’s Healing Circle Healing per second: 2% Max HP ➜ 1% Max HP

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.
  • Pulpous Orange Juice Brew: UNCHANGED
  • Blazetekk Ham Radio (+2 Vitality): UNCHANGED

➥ Damage Adjustments​

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The damage values of some content require adjustments as a result of Healing Revamp, as follows:

Dragons

Dragons

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

Blaze Slayer

Blaze Slayer

  • % True Damage is replaced with flat true damage, as follows:
Demonlord​ Phase 1​ Phase 2​ Phase 3​
Tier 1 75 120 180
Tier 2 100 200 300
Tier 3 125 250 500
Tier 4 600 900 1500
  • Fire Pits do triple (3×) Phase-3 damage (instead of 200% hp)
  • Colliding with Quazii’s “ROFLcopter” deals 2000 True Damage (instead of 70% hp)
  • Stepping into Typhoeus fire trail deals deals 1800 True Damage (instead of 60% hp)

Campfire Challenges

Campfire Challenges

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.

Dungeons

Dungeons

  • 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

Other Damage Adjustments

Other Damage Adjustments

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

Mob Stat Changes

  • 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

That's the end of the thread! Warm reminder that testing instructions are near the top of the thread for your perusal.

As usual, please remember to report any bugs you encounter while testing HERE, being sure to select "alpha.hypixel.net". We are looking forward to reading your feedback.