Something lurks around every corner in the grim, shadowy world of Darkmoor. Gargoyles patrol over the streets of Graveholm and yellow eyes will watch you from the cover of dense forest in the Howling Lands. The Great Houses will look down upon you and assess you. There are few places in Darkmoor in which a human can feel safe. So what could have possibly led you here?
To accompany the dark aesthetic of this long-awaited world, Shadow Magic is also receiving a major overhaul in this update to strengthen its lore connections and add strategic depth to how you can use it in combat. Start building up your knowledge on Shadow Creatures, Shadow Pacts, and Shadow Spell Enhancements below!
Do not expect everything to work perfectly or to be entirely balanced. Your help here is greatly appreciated to discover any remaining issues before the rest of the community can enjoy the game when it is officially released.
You've heard many things about this hauntingly beautiful world on your journey thus far, Wizard. Yet, you've seen very little. It's time to finally step into the fog and experience the darkness yourself.
The Houses of Swords, Cups, Coins, and Wands look over these lands with keen eyes. Divided amongst themselves, these monsters are all bound by a curse that was unleashed onto the occupants of Darkmoor many moons ago. Though, if you ask, some might say it was a blessing.
And it's into this dark world a terrible villain has fled. You must dive into every shadow, search every dungeon, and brave this font of evil to uncover her and a plot that will shake the Spiral.
But I'm sure you'll figure it out, Wiz-Kid.
A Note on Music: The music currently in Darkmoor Test Realm is all placeholder. You'll likely recognize familiar tunes which will be replaced with the true music of these zones of Darkmoor soon.
Smile and say “cheese” to these new Photomancy improvements.
When taking a photo for a quest, you no longer need to save it to your hard drive by default. You can adjust this setting using the Save Photos / Don’t Save Photos toggle.
If you choose to save photos, each time you take one you’ll be prompted to Keep Picture or Trash Picture. Only Keep Picture will save the image to your hard drive.
Photos now appear in a confirmation frame after being taken.
Press Esc to cancel Photomancy.
A new Lens & Filters button has been added, allowing you to apply different color effects. Click any Lens or Filter button twice to turn it off.
New Filters
NEW DARKMOOR SPELLS
Each School gets a brand new spell for 10 pips themed around Darkmoor. The spells are granted through individual spell quests unlocked through the story.
Each spell has two versions, the top path will be a big damage hit with two hanging effects and the bottom path, a powerful conditional.
Additionally, each spell will have a Fusion Formula in order to make a Shadow Enhanced version of itself. See the Shadow Pact section below for more details.
SHADOW PACTS
Dive into the shadows like never before! The Shadow Magic system gets a thrilling revamp with Shadow Pacts, replacing the old shadow spell mechanics while staying true to the dark, mystical lore of Shadow Magic. This new system emphasizes risky, high-reward gameplay by forging temporary alliances with Shadow Creatures to amplify your spells, but beware—failing to meet their demands comes with a price. A brand-new tutorial in Eclipse Tower, Khrysalis, will guide you through mastering these shadowy powers. All shadow spells and key battles now embrace Pacts.
Note: Players testing the new Shadow Magic may encounter blocking bugs in the tutorial. If this happens, please use the “Skip Tutorial” button to continue.
Core Features
Casting a Shadow Pact: When you cast a Shadow Pact, a shadow creature lingers behind your wizard, expecting payment. It then places a Contract hanging effect on the target (enemy or self). The Contract displays an icon specific to the pact type—like a shield for Helpful Ward Pacts or a Damage Over Time symbol for DOT Pacts—along with hover text showing the caster’s slot icon, the effect it consumes, and rounds remaining. For Selected Target spells, the Contract applies to the first selected target, marked by a pact icon in the targeting UI.
Consuming Effects:At the start of your turn (before DOT/HOT ticks), the shadow creature attempts to consume one instance of the Pact’s required effect from the Contract target. If successful, the creature is appeased and does not grow.
Growth and Backlash:If the required effect isn’t available, the creature grows one level per round, up to Level 4. When the Pact ends, it collapses, dealing backlash damage to you: 0% at Level 1, 5% per Level above 1 for Levels 2–4. Replacing a Pact early triggers maximum backlash: ((Levels above 1) + rounds remaining) × 5%. If combat ends, backlash resolves the same way.
Shadow Pacts Onboarding
Following her defeat in the Eclipse Tower, Sofia Darkside now offers a more in-depth look at Shadow magic and communing with Shadow Creatures. Completing “Shadow Dancer” on the Khrysalis mainline will begin “Shadows and Don’ts” to learn about forming Pacts with Shadow Creatures. Following this quest, players will be able to train the shadow transformation spells and speak to Shadow Creatures about fusing shadow spells.
Wizards who have previously completed Shadow Dancer will be able to return to the Eclipse Tower for these same teachings. At the conclusion, the Shadow Creatures will appear in Eclipse Tower to offer Shadow Fusions.
Additional quest changes to support Pacts onboarding:
Wizards will now earn the transformation spell of the Shadow Creature associated with their school at the end of the Pacts tutorial quests and can return to Sofia Darkside in the Eclipse Tower to train others for Training Points
Wizards will now earn the attack spell of the Shadow Creature associated with their school at the end of “Higher Learning” and can return to Elana Darksun in the Solar Arc to train others for Training Points
Velma Von Venkman’s quest “Shadow Tricks” will no longer reward the spell Shadow Trickster (because it’s now trained Balance wizards and offered for a Training Point by Sofia Darkside)
The spell “Dark Pact” has been renamed to “Dark Tribute” to not confuse with Shadow magic
Tutorial Tips will remind players to return to Eclipse Tower to learn Pacts
There will be a portal in the Arcanum’s Hall of Shadow to the Shadow Creatures for spell training
Spell and Combat Changes
All shadow spells have been updated to use Pacts, and there are now 7 Shadow Creatures as well as 7 Shadow Transformations. Shadow-Enhanced spells no longer require Shadow Pips for their base versions, letting you cast them anytime. Use Spell Fusion to combine these base spells with a Shadow Creature spell, creating a new powerful Shadow-Enhanced spell tied to a Pact. Check the Spell Changes section for full details.
Complete the new Shadow Pacts onboarding quests to unlock Shadow Fusion training in the Eclipse Tower.
Key combats, like the Morganthe Rematch and General Lightbane, have been updated to incorporate Shadow Pacts, ensuring a consistent and engaging experience across all Shadow Magic encounters.
Note:The combats are not ready yet but will be available for testing in a later patch. Stay tuned for updates!
GUILD IMPROVEMENTS
Guild leaders have shared many great ideas to improve guilds, and this update includes several of their suggestions.
The number of players required to create a guild has been reduced from 12 to 8.
When creating a guild, if your chosen name is already taken, a Roman numeral will be added to make it unique. You’ll now see a preview of that numeral before finalizing your guild name.
When renaming a guild, you’ll also see a preview of the Roman numeral that will be applied.
When creating or renaming a guild, there’s now an option to reuse a name that another guild has discarded.
Friends who are also in your guild no longer count toward your maximum friends limit.
A new guild role has been added: the Lieutenant. Lieutenants have all the powers of a Guild Leader except for renaming the guild or removing the Guild Leader.
Guild Leaders and Lieutenants can now award Guild Badges. Badges are available for decorating the guild house, being a helpful member, assisting with raids, and contributing to museum galleries. Each badge type has three levels. (Note: leaving a guild removes all earned Guild Badges.)
You can now sort the guild roster by last login for all characters on the same account and search the roster. When removing a member, the removal window will use the same sorted order.
When a player hasn’t logged in for a while, a zzz icon will now appear next to their name. This status is tracked per account for all characters that player has in the same guild.
RADIAL WHEEL
Emoting is now easier than ever! The Radial Wheel has been upgraded with smoother controls, faster access, and expanded functionality.
The Radial Wheel now supports Menu Chat phrases.
Players can now create up to three custom tabs, which can include either Emotes or Menu Chat options.Added new Cut, Copy, Paste, and Clear functions to make customizing your Radial Wheel easier than ever.
Added new Cut, Copy, Paste, and Clear functions to make customizing your Radial Wheel easier than ever.
BUG FIXES
You can once again access the treasure card section of the bazaar from Harold Argleston’s shop.
We fixed the issue where the Visit Another Castle button on Castle Tours kept switching to rating Maze houses.
We fixed the issue where Team Up doesn't always cancel the timer when a player leaves the team and it drops below team size.
We fixed the issue in the Team Up Kiosk window, where sometimes the tab and what teams are displayed can be mismatched
We changed references in the Magic Mirror shop from Gender to Style
On the jewel page of the Bank you can now use filters
You may now skip all Tutorials via button on the first dialog line
We fixed the issue where wallpaper and tile on Regal Castle Blocks didn’t appear correctly if the wallpaper or tile was also used on the walls or floors of the house.
The brightness model in advanced housing was adjusted to work with more objects
Long instances once again count in Team Up
A previous page arrow has been added to the Team Up Kiosk
More Sandy Skelewarrior hatching options are now working as intended
Fixed a missing string in the Crown Shop
School Teleporters now have correct Preview games
SPELL CHANGES
Below is the full change log for all spells in this update. In addition to all these changes, all the Wallaru can now be upgraded to Tier 5 and Selenopolis spells to Tier 4.
Click on a school icon to expand and view that school’s full list of spell changes. Within each school, click on the name of a spell to reveal its specific adjustments, including pip cost, previous effects, and new effects. You can collapse any section again by clicking the same title.
Shadow Spell Guide
Explore the revamped Shadow Magic spells, now powered by the Shadow Pact system! Each spell below shows its updated effects and Pact requirements.
New: 75 Shadow Damage and 3x -20% Universal Weaknesses
Pact: Consumes HOTs on Enemy
Dark Fiend
Previous: 915 Shadow AoE Damage after 2 rounds
New: 75 Shadow Damage and 3x +70% Universal DOT Traps
Pact: Consumes Helpful Wards on Enemy
Dark Sentinel
Previous: N/A
New: 75 Shadow Damage and 3x -50% Universal Shields
Pact: Consumes Helpful Wards on Enemy
Dark Seraph
Previous: N/A
New: 75 Shadow Damage and 680 HOT over 4 rounds
Pact: Consumes Harmful Wards on Self
Dark Nova
Previous: 1200 Shadow Damage after 2 rounds
New: 75 Shadow Damage and 3x +30% Universal Traps
Pact: Consumes Harmful Charms on Self
Dark Shrike
Previous: N/A
New: 75 Shadow Damage and 3x +20% Universal Blades
Pact: Consumes DOTs on Self
Shadow Pacts
Shadow Pacts: Fire
Fire From Above (Top Path)
Pips: 5
New: 415 Fire Damage and 3x +30% Fire Traps
Fire From Above (Bottom Path)
Pips: 5
New: 450 Fire Damage and 2x Gambit HOT for 2x +65% Fire Traps each
Night Raid (Top Path)
Previous: 995 Fire Damage and 3x +25% Fire Traps
Pips: 5 + 1 Shadow
New: 1620 Fire Damage and 4x +40% Fire Traps
Pact: Consumes HOTs on Self
Night Raid (Bottom Path)
Previous: 555 Fire Damage and 2x +55% Fire Traps
Pips: 5 + 1 Shadow
New: 890 Fire Damage and 5x +75% Fire Traps
Pact: Consumes HOTs on Self
Raging Bull (Top Path)
Pips: 6
New: 430 Fire AoE and -40% Accuracy Charm AoE
Raging Bull (Bottom Path)
Pips: 6
New: Fire Selected Target Damage (510/365/250/170) and 3x Gambit Harmful Wards for 280 (5 rounds) Chromatic DOTs (1 per gambitted)
Wicked Bull (Top Path)
Previous: 710-860 Fire AoE Damage and -40% Accuracy Charm AoE
Pips: 6 + 1 Shadow
New: 1265 Fire AoE
Pact: Consumes Harmful Wards on Enemy
Wicked Bull (Bottom Path)
Previous: 610 Fire Selected Target Damage and 2x Detonate DOTs for 180%
Pips: 6 + 1 Shadow
New: Fire Selected Target Damage (910/685/515/395) and Fire Selected Target DOT (2x460(5 rounds) 920 total for 1, 2x300(3 rounds) 600 total for 2, 450(3 rounds) for 3, 335(3 rounds) for 4)
Pact: Consumes Harmful Wards on Enemy
Scorching Scimitars (Top Path)
Pips: 4
New: Fire Selected Target Damage (220/165/125/95) and HOT (420/315/235/175 (3 rounds))
Scorching Scimitars (Bottom Path)
Pips: 4
New: 3x Clear Helpful Wards for 585 HOT (3 rounds) (195 per clear) and Fire Selected Target Damage (345/245/170/115)
Shade Scimitars (Top Path)
Previous: 875 Fire Damage divided among enemies
Pips: 4 + 1 Shadow
New: Fire Selected Target Damage (1015/760/570/425)
Pact: Consumes Helpful Wards on Enemy
Shade Scimitars (Bottom Path)
Previous: 400 Fire Selected Target Damage and 2x +40% Universal Traps
Pips: 4 + 1 Shadow
New: Fire Selected Target Damage (700/530/395/265) and HOT (900 (4 rounds)/585 (3 rounds)/450 (3 rounds)/420 (3 rounds))
Pact: Consumes Helpful Wards on Enemy
S'more Machine (Top Path)
Pips: 5
New: 465 Fire Damage and 3x +40% DOT Traps
S'more Machine (Bottom Path)
Pips: 5
New: 475 Fire Damage and 2x Gambit HOT for 490 (5 rounds) Fire DOTs (980 total)
Tenebrous Trebuchet (Top Path)
Previous: 960-1080 Fire Damage and 3x +40% Fire DOT Traps
Pips: 5 + 1 Shadow
New: 1585 Fire Damage and 6x +70% DOT Traps
Pact: Consumes HOTs on Self
Tenebrous Trebuchet (Bottom Path)
Previous: 2x 410 Fire DOTs (4 rounds) (820 total) and 660 HOT (4 rounds)
Pips: 5 + 1 Shadow
New: 890 Fire Damage and 3x 540 (6 rounds) Fire DOTs (1620 total)
Pact: Consumes HOTs on Self
Blast Off! (Top Path)
Pips: 6
New: Extend DOT duration by 1 round then 690 (4 rounds) Fire AoE Bomb DOTOT
Blast Off! (Bottom Path)
Pips: 6
New: Fire Selected Target Bomb DOT (2x 385(5 rounds) (770 total) for 1, 2x250(3 rounds) (500 total) DOTs for 1, 2x265(4 rounds) Bomb DOTs (530 total) for 2, 435(4 rounds) Bomb for 3, 390(4 rounds) Bomb for 4) and 5x Clear Helpful Wards for Fire DOT (2x250(3 rounds) (500 total) for 1-2, 450(3 rounds) for 3-4)
Into Darkness (Top Path)
Previous: Extend DOT duration by 1 round then 955 (4 rounds) Fire AoE Bomb DOTOT
Pips: 6 + 1 Shadow
New: Extend DOT duration by 1 round then 1700 (4 rounds) Fire AoE Bomb DOTOT
Pact: Consumes Helpful Wards on Enemy
Into Darkness (Bottom Path)
Previous: 580 Fire Selected Target Damage DOT and 420 (4 rounds) Fire Bomb DOT
Pips: 6 + 1 Shadow
New: Fire Selected Target DOT(s) (2x280(3 rounds) (560 total) for 1, 415(3 rounds) for 2, 320(3 rounds) for 3, 240(3 rounds) for 4) and Fire Selected Target Bomb DOTs (3x435(6 rounds) (1305 total) for 1, 2x525(6 rounds) (1050 total) for 2, 2x380(5 rounds) (760 total) for 3, 2x275(4 rounds) (550 total) for 4)
Pact: Consumes Helpful Wards on Enemy
Shadow Pacts: Ice
Abominable Weaver (Top Path)
Pips: 5
New: 385 Ice Damage and -50% Universal Shield
Abominable Weaver (Bottom Path)
Pips: 5
New: 375 Ice Damage and 3x Gambit Harmful Wards for -75% Chromatic Shields
Dark Weaver (Top Path)
Previous: 790-910 Ice Damage and -50% Universal Shield
Pips: 5 + 1 Shadow
New: 1175 Ice Damage and -50% Universal Shield
Pact: Consumes Harmful Wards on Enemy
Dark Weaver (Bottom Path)
Previous: 455 Ice Damage and 2x -70% Chromatic Shields
Pips: 5 + 1 Shadow
New: 730 Ice Damage and 3x -80% Chromatic Shields
Pact: Consumes Harmful Wards on Enemy
Snowball Barrage (Top Path)
Pips: X
New: 45 Ice AoE Damage per pip
Snowball Barrage (Bottom Path)
Pips: 6
New: 5x Clear Harmful Charms for -40% Universal Shields then Ice Selected Target Damage (430/300/210/140)
New: 340 Life Damage and 4x Clear Harmful Wards for 250 HOT (4 rounds) (1000 total; splits at 3 Clears)
Moody Caterpillar (Top Path)
Previous: 790-910 Life Damage and 800 Absorb
Pips: 5 + 1 Shadow
New: 875 Life Damage and 800 Absorb
Pact: Consumes Harmful Wards on Self
Moody Caterpillar (Bottom Path)
Previous: 390 Life Damage and 2x 500 HOTs (4 rounds) (1000 total)
Pips: 5 + 1 Shadow
New: 730 Life Damage and 2x 565 HOTs (4 rounds) (1130 total)
Pact: Consumes Harmful Wards on Self
Wings of Fate (Top Path)
Pips: 6
New: 75 Life AoE Damage and 270 (3 rounds) Life AoE DOT and 75 AoE Heal and 270 (3 rounds) AoE HOT
Wings of Fate (Bottom Path)
Pips: 6
New: Life Selected Target Bomb DOT (2x320 (5 rounds) (640 total) for 1, 2x230 (4 rounds) (460 total) for 2, 360 (4 rounds) Bomb for 3, 235 (3 rounds) Bomb for 4) and 3x Gambit Helpful Charms for HOT on self (2x795 (5 rounds) (1590 total) for 1 (splits at 2 gambitted), 2x705 (4 rounds) (1410 total) for 2 (splits at 3 gambitted), 2x690 (4 rounds) (1380 total) for 3 (splits at 3 gambitted), 2x675 (4 rounds) (1350 total) for 4 (splits at 3 gambitted))
Wings of Night (Top Path)
Previous: 75 Life Damage + 680 Life AoE DOT (3 rounds) and 75 Heal + 680 AoE HOT (3 rounds)
Pips: 6 + 1 Shadow
New: 75 Life AoE Damage and 825 Life AoE DOT (3 rounds) and 75 AoE Heal and 825 AoE HOT (3 rounds)
Pact: Consumes Helpful Charms on Self
Wings of Night (Bottom Path)
Previous: 80 Life Selected Target Damage + 2x 250 Life Selected Target DOTs (4 rounds) (500 total) and 2x 510 HOTs (4 rounds) to self (1020 total)
Pips: 6 + 1 Shadow
New: Life Selected Target Bomb DOT (3x365 (6 rounds) (1095 total) for 1, 2x405 (5 rounds) (810 total) for 2, 2x320 (5 rounds) (640 total) for 3, 2x230 (4 rounds) (460 total) for 4), 2x 960 HOTs (5 rounds) Self (1920 total)
Pact: Consumes Helpful Charms on Self
Lamassu (Top Path)
Pips: 4
New: Life Selected Target Damage (330/245/185/140)
Lamassu (Bottom Path)
Pips: 4
New: Life Selected Target Damage (280/210/155/105) and 3x Clear Harmful Wards for +35% Life Blades
Delphic Lamassu (Top Path)
Previous: 730 Life Damage divided among enemies
Pips: 4 + 1 Shadow
New: Life Selected Target Damage (830/625/470/350)
Pact: Consumes Harmful Wards on Self
Delphic Lamassu (Bottom Path)
Previous: 315 Life Damage and +45% Life Damage Helpful Aura (4 rounds)
Pips: 4 + 1 Shadow
New: Life Selected Target Damage (550/405/300/220) and 2x +55% Life Blades
Pact: Consumes Harmful Wards on Self
Grrnadier (Top Path)
Pips: 5
New: 305 Life Damage and Pacify Self (2 rounds)
Grrnadier (Bottom Path)
Pips: 5
New: 350 Life Damage and 3x Gambit Helpful Charms on Self for 225 (5 rounds) Life Bomb DOTs (max 675)
Grim Grrnadier (Top Path)
Previous: 790-910 Life Damage and Pacify (3 rounds)
Pips: 5 + 1 Shadow
New: 1095 Life Damage and Pacify (2 rounds)
Pact: Consumes Helpful Charms on Self
Grim Grrnadier (Bottom Path)
Previous: 455 Life Damage and 2x Activate HOTs for 115%
Pips: 5 + 1 Shadow
New: 730 Life Damage and 2x 390 (5 rounds) Life Bomb DOTs (780 total)
Pact: Consumes Helpful Charms on Self
Lord of the Jungle (Top Path)
Pips: 6
New: 360 Life AoE Damage and Convert 10% of an Absorb into a Life Blade
Lord of the Jungle (Bottom Path)
Pips: 6
New: Life Selected Target Damage (420/300/200/130) and 2x Gambit DOTs for 60% Life/Heal Blades
Lord of the Wilds (Top Path)
Previous: 720 Life AoE Damage and Convert 10% of an Absorb into a Life Blade
Pips: 6 + 1 Shadow
New: 990 Life AoE Damage and 2x +65% Life Blades
Pact: Consumes DOTs on Enemy
Lord of the Wilds (Bottom Path)
Previous: 500 Life Selected Target Damage, +45% Life Blade, and +45% Heal Charm
Pips: 6 + 1 Shadow
New: Life Selected Target Damage (740/565/395/305) and Life Blades/Heal Charms (3x 55% of each / 2x 60% of each / 2x 50% of each / 2x 40% of each)
Pact: Consumes DOTs on Enemy
Shadow Pacts: Death
Call of Khrulhu (Top Path)
Pips: 5
New: 315 Death AoE Drain
Call of Khrulhu (Bottom Path)
Pips: 5
New: Death Selected Target Drain (320/225/155/100) and 2x Clear HOT for -30% Chromatic Weakness
From Beyond (Top Path)
Previous: 675 Death AoE Drain
Pips: 5 + 1 Shadow
New: 690 Death AoE Drain
Pact: Consumes HOTs on Enemy
From Beyond (Bottom Path)
Previous: 385 Death Selected Target Drain and –30% Outgoing Damage Harmful Aura (4 rounds)
Pips: 5 + 1 Shadow
New: Death Selected Target Drain (605/440/330/250) and 2x Chromatic Weaknesses (-40%/-35%/-30%/-25%)
Pact: Consumes HOTs on Enemy
Winged Sorrow (Top Path)
Pips: 6
New: 405 Death Damage and -20% AoE Universal Weakness
Winged Sorrow (Bottom Path)
Pips: 6
New: 405 Death Damage and 5x Clear Helpful Charms for -25% Universal Weaknesses
Sorrow's Shadow (Top Path)
Previous: 800-980 Death Damage and -20% AoE Weakness
Pips: 6 + 1 Shadow
New: 1075 Death Damage and -20% AoE Universal Weakness
Pact: Consumes Helpful Charms on Enemy
Sorrow's Shadow (Bottom Path)
Previous: 570 Death Damage and –65% Incoming Healing Harmful Aura (6 rounds)
Pips: 6 + 1 Shadow
New: 835 Death Damage and 2x -45% Universal Weakness
Pact: Consumes Helpful Charms on Enemy
Qismah's Curse (Top Path)
Pips: 4
New: Death Selected Target Damage (340/255/190/140)
Qismah's Curse (Bottom Path)
Pips: 4
New: Death Selected Target Damage (260/180/120/85) and 2x Gambit Helpful Charms for -70% Universal Shields
Qismah's Wrath (Top Path)
Previous: 765 Death Damage divided among enemies
Pips: 4 + 1 Shadow
New: Death Selected Target Damage (875/730/620/540) and -75% Universal Shield
Pact: Consumes Helpful Charms on Self
Qismah's Wrath (Bottom Path)
Previous: 320 Selected Target Damage and 2x 45% Death Blades
Pips: 4 + 1 Shadow
New: Death Selected Target Damage (550/405/295/210) and 3x -70% Universal Shields
Pact: Consumes Helpful Charms on Self
Snack Attack (Top Path)
Pips: 5
New: Push Harmful Charm then 355 Death AoE Damage
Snack Attack (Bottom Path)
Pips: 5
New: Death Selected Target Damage (495/355/250/170) and 3x Gambit Helpful Wards for +55% Death Blades
Dark Hunger (Top Path)
Previous: Push Harmful Charm and 530-650 Death AoE Damage
Pips: 5 + 1 Shadow
New: Push Harmful Charm then 890 Death AoE Damage
Pact: Consumes Helpful Ward on Self
Dark Hunger (Bottom Path)
Previous: Steal 4 Helpful Charms then 430 Death Selected Target Damage
Pips: 5 + 1 Shadow
New: Death Selected Target Damage (685/515/390/295) and 3x +50% Death Blades
Pact: Consumes Helpful Ward on Self
Grim Reader (Top Path)
Pips: 6
New: 405 Death Damage and 2x -25% Universal Weakness
Grim Reader (Bottom Path)
Pips: 6
New: 440 Death Damage and 3x Gambit Helpful Wards for -45% Chromatic Weakness
Grim Irredeemer (Top Path)
Previous: 890 Death Damage and 2x -25% Weaknesses
Pips: 6 + 1 Shadow
New: 1160 Death Damage and 2x -25% Universal Weakness
Pact: Consumes Helpful Wards on Self
Grim Irredeemer (Bottom Path)
Previous: 560 Death Damage and 2x -45% Chromatic Weaknesses
Pips: 6 + 1 Shadow
New: 860 Death Damage and 3x -45% Chromatic Weakness
Pact: Consumes Helpful Wards on Self
Shadow Pacts: Balance
Gaze of Fate (Top Path)
Pips: 5
New: 120 Balance Damage, 120 Random Damage, and +25% Balance Global
Gaze of Fate (Bottom Path)
Pips: 5
New: 180 Balance Damage, 180 Chromatic Damage, and 3x Gambit Harmful Wards into +45% Universal Blades
Shadow of Fate (Top Path)
Previous: 350 Balance Damage, 350 Random School Damage and +25% Balance Damage Global
Pips: 5 + 1 Shadow
New: 520 Balance Damage, 520 Random Damage, and +25% Global
Pact: Consumes Harmful Wards on Enemy
Shadow of Fate (Bottom Path)
Previous: 240 Balance Damage, 240 Damage of the target's School, and +25% Balance Damage Global
New: 390 Balance Damage and 3x Turn any Blade into Universal Blade
Mockenspiel (Bottom Path)
Pips: 5
New: 320 Balance Damage and 2x Gambit DOTs for 2x -40% Universal Weaknesses
Boxenspiel (Top Path)
Previous: 800-920 Balance Damage and 3x Turn any Blade into Universal Blade
Pips: 5 + 1 Shadow
New: 1145 Balance Damage and 9x Turn any Blade into Universal Blade
Pact: Consumes DOTs on Enemy
Boxenspiel (Bottom Path)
Previous: 440 Balance Damage and 2x -35% Weaknesses
Pips: 5 + 1 Shadow
New: 675 Balance Damage and 5x -45% Universal Weakness
Pact: Consumes DOTs on Enemy
Old One's Endgame (Top Path)
Pips: 6
New: 380 Balance AoE Damage and convert next Balance Damage Spell to random School
Old One's Endgame (Bottom Path)
Pips: 6
New: Balance Selected Target Damage (355/230/205/135) and 3x Gambit Helpful Wards for HOTs (3x530(5 rounds) for 1590 total for 1-2 targets, 2x645(4 rounds) for 1290 total for 3-4 targets)
Eldritch Checkmate (Top Path)
Previous: 760 Balance Damage and convert next Balance Damage Spell to random School
Pips: 6 + 1 Shadow
New: 955 Balance AoE Damage and Convert Charm
Pact: Consumes Helpful Wards on Self
Eldritch Checkmate (Bottom Path)
Previous: 520 Balance Damage and 270 Balance Damage after 3 rounds, all split among selected enemies
New: Spell costs 1 fewer shadow pip and is 100% accuracy
Pact: N/A
Dark Surge
Previous: Add 2 Power Pips
New: Add 2 School Pips (one of your Primary School and one of your Weaving School)
Pact: Sacrifice 5% of Max Health
Righting the Scales
Previous: Shadow Spell with Shadow Pip
New: Balance Spell for 3 pips. Banned from Advanced
Eye of Vigilance
Previous: Shadow Spell with Shadow Pip
New: Balance Spell for 3 pips. Banned from Advanced
Spell Library Review
In the below changelog, the “Previous” will sometimes show only parts of spells, like the damage number, for example, if the other components of the spell remain unchanged. Likewise, the “New” section will sometimes only show the parts of spells that changed.
Fire Spell Changes
Fire Trap
Pips: 0
Previous: +30% Fire Trap
New: +40% Fire Trap
Firespear
Pips: 0
Previous: +20% Fire Pierce Charm
New: +30% Fire Pierce Charm
Fire Cat (Bottom Path)
Pips: 1
Previous: 40-60 Fire Damage
New: 65 Fire Damage
Steal Charm
Pips: 1
Previous: Steal Helpful Charm from Enemy
New: Banned from Advanced
Link
Pips: 2
Previous: 30 Fire Damage, 150 Fire DOT (3 rounds), 15 Heal, 105 HOT (3 rounds)
New: Banned from Advanced
Fire Elf (Bottom Path)
Pips: 2
Previous: 150 Fire DOT (3 rounds) and 2x Clear Helpful Ward for 180 Fire DOT (3 rounds)
New: Clear 1 Helpful Ward
Fuel
Pips: 2
Previous: 3x +30% Fire Traps
New: +40% Fire Traps
Naphtha Scarab (Top Path)
Pips: 2
Previous: 150 Fire Damage and 3x +30% Fire DOT Traps
New: 170 Fire Damage
Backfire
Pips: 3 → 2
Previous: Clear 3 Harmful Wards for 210 Fire DOT (3 rounds)
New: Clear 2 Harmful Wards for 150 Fire DOT (3 rounds)
Notes: Unban from Standard
Jinn's Reversal
Pips: 3 → 2
Previous: Clear 3 Harmful Wards for 3x +35% DOT Traps
New: Clear 2 Harmful Wards for +70% DOT Traps
Notes: Unban from Standard
Meltdown
Pips: 3 → 2
Previous: Clear 3 Helpful Wards for 70 Fire DOT (3 rounds)
New: Clear 2 Helpful Wards for 210 Fire DOT (3 rounds)
Notes: Unban from Standard
Oni's Forge
Pips: 3 → 2
Previous: Clear 3 Helpful Wards for 190 HOT (4 rounds)
New: Clear 2 Helpful Wards for 390 HOT (3 rounds)
Notes: Unban from Standard
A-baahh-calypse
Pips: 2 + 1 Fire → 3 + 1 Fire
Previous: 350 Fire Damage and Detonate 2 DOTs
New: 410 Fire Damage and Detonate 2 DOTs for 145%
Brimstone Revenant (Top Path)
Pips: 2 + 1 Fire
Previous: 470 Fire Damage and +30% Fire Trap
New: Banned from Advanced
Brimstone Revenant (Middle Path) (New)
Pips: 2 + 1 Fire
New: 365 Fire Damage and +65% Fire Trap
Brimstone Revenant (Bottom Path) (New)
Pips: 2 + 1 Fire
New: 295 Fire Damage and 2x +50% Fire Traps
Glacial Golem (Bottom Path)
Pips: 4
Previous: 270 Fire Damage and 360 HOT (3 rounds)
New: 295 Fire Damage and 390 HOT (3 rounds)
Krampus (Top Path)
Pips: 2 + 1 Fire
Previous: 420-460 Fire Damage and -45% Accuracy Charm
New: Banned from Advanced
Krampus (Bottom Path)
Pips: 2 + 1 Fire
Previous: Detonate DOT then 2x 305 Fire DOTs (4 rounds) (610 total)
New: Detonate DOT for 180% then 2x 235 Fire DOTs (3 rounds) (470 total)
Power Link
Pips: 4
Previous: 55 Fire Damage, 345 Fire DOT (3 rounds), 40 Heal, 240 HOT (3 rounds)
New: Banned from Advanced
Burning Rampage (Bottom Path) (New)
Pips: 3 + 1 Fire
New: 375 Fire Damage and 420 Chromatic Bomb DOT (4 rounds)
Glimpse of Infinity (Top Path)
Pips: 3 + 1 Myth
Previous: 2x 465 Fire DOTs (5 rounds) (930 total)
New: Banned from Advanced
Glimpse of Infinity (Bottom Path)
Pips: 3 + 1 Myth
Previous: 2x 430 Fire DOTs (5 rounds) (860 total) and 4x Clear Helpful Ward for +45% Myth Traps
Previous: Fire Selected Target Damage (500/355/245/165) and 4x Clear Harmful Wards for Activates
New: Fire Selected Target Damage (395/310/200/165) and 2 Activates (145% for 1, 135% for 2-3, 130% for 4)
Phoenix (Bottom Path)
Pips: 5
Previous: 490 Fire Damage and 3x Gambit Harmful Wards for 960 HOT (320 per gambitted, but only 1 scaling HOT)
New: 425 Fire Damage and 515 HOT (5 rounds) per clear (1 per gambitted)
Whitehart Fire (Top Path)
Pips: 3 + 1 Fire
Previous: 370 Fire Damage and 645 HOT (4 rounds)
New: 460 Fire Damage and 450 HOT (3 rounds)
Whitehart Fire (Bottom Path) (New)
Pips: 3 + 1 Fire
New: 370 Fire Damage and 800 HOT (4 rounds)
Inferno Salamander (Bottom Path) (New)
Pips: 6
New: 75 Fire Damage and 2x 435 Fire DOTs (5 rounds) (870 total)
Ammut (Bottom Path)
Pips: 6
Previous: 600 Fire Damage and 5x Clear Harmful Wards for +35% Fire Traps
New: 485 Fire Damage and +40% Fire Traps
Ammut's Fury
Pips: 7
Previous: 95 Fire Damage and 3x 400 Fire DOTs (5 rounds) (1200 total)
New: 95 Fire Damage and 3x 380 Fire DOTs (5 rounds) (1140 total)
Ammut's Rage
Pips: 7
Previous: 735 Fire Damage and 3x +35% Fire Traps
New: 690 Fire Damage
Fire Dragon (Bottom Path)
Pips: 7
Previous: Fire Selected Target DOT (2x 505 (5 rounds) (1010 total) for 1, 2x 360 (4 rounds) (720 total) for 2, 2x 245 (3 rounds) (490 total) for 3, 330 (3 rounds) for 4) and 6x Clear Harmful Wards for Fire Selected Target DOT (420/330/270/240) (3 rounds)
New: Fire Selected Target DOT (2x 435 (5 rounds) (870 total) for 1, 2x 320 (4 rounds) (640 total) for 2, 435 (3 rounds) for 3, 315 (3 rounds) for 4) and 6x Clear Harmful Wards for Fire Selected Target 3 round DOT(s) (2x 270 (540 total) (90 per clear, splits at 6), 390 (65 per clear), 300 (50 per clear), 240 (40 per clear))
King Artorius (Bottom Path)
Pips: 8
Previous: 755 Fire Damage and 7x Clear Helpful Wards for 2x 700 HOTs (1400 total) (200 per clear) (5 rounds)
New: 755 Fire Damage and 2x 840 HOTs (5 rounds) (1680 total) (240 per clear) (splits at 5 cleared)
Caldera Jinn
Pips: 9
Previous: 3x 480 Fire DOTs (6 rounds) (1440 total) or Gambit 4x Harmful Wards for 1550 Fire Damage
New: 3x 400 Fire DOTs (5 rounds) (1200 total) or 1565 Fire Damage
Notes: Unban from Standard
Heckhound (Bottom Path)
Pips: 4 → 3
Previous: 340 Fire Damage and Gambit HOT for 3x +60% Fire Traps
New: 270 Fire Damage and 2x +70% Fire Traps
Ice Spell Changes
Ice Trap
Pips: 0
Previous: +30% Ice Trap
New: +40% Ice Trap
Icespear
Pips: 0
Previous: +20% Ice Pierce Charm
New: +30% Ice Pierce Charm
Steal Ward
Pips: 1
Previous: Steal 1 Helpful Ward from Enemy
New: Banned from Advanced
Snow Serpent (Bottom Path)
Pips: 2
Previous: 135 Ice Damage and Gambit Harmful Ward for 2x -20% Universal Weaknesses
New: 125 Ice Damage and Gambit for -45% Universal Weakness
Evil Snowman (Bottom Path)
Pips: 3
Previous: 2x Clear Harmful Charm for -65% Chromatic Shields then 210 Ice Damage
New: 215 Ice Damage and -60% Chromatic Shields
Glacial Fortress
Pips: 3 → 2
Previous: 3x Clear Harmful Charms for -20% Universal Shields
New: Clear 2 Harmful Charms for -40% Universal Shields
Notes: Unban from Standard
Jinn's Vexation
Pips: 3 → 2
Previous: 3x Clear Harmful Charms for -10% Universal Weaknesses
New: Clear 2 Harmful Charms for -20% Universal Weaknesses
Notes: Unban from Standard
Oni's Destruction
Pips: 3 → 2
Previous: 3x Clear Helpful Charms for +15% Ice Traps
New: Clear 2 Helpful Charms for +35% Ice Traps
Notes: Unban from Standard
Wall of Blades
Pips: 3 → 2
Previous: 3x Clear Helpful Charms for -20% Universal Shields
New: Clear 2 Helpful Charms for -40% Universal Shields
Notes: Unban from Standard
Angry Snowpig (Bottom Path)
Pips: 2 + 1 Ice
Previous: Push 1 Harmful Charm, then 270–330 Ice Damage
Previous: Steal 1 Helpful Ward, then 290–360 Myth Damage
New: Steal 3 Helpful Wards, then 340 Myth Damage
Vermin Virtuoso
Pips: 4 → 5
Previous: 145 Myth Damage and +25% Myth Damage Global
New: 250 Myth Damage
Wreckin Ettin (Top Path)
Pips: 2 + 1 Myth
Previous: Remove 3 Helpful Wards, then 395 Myth Damage
New: Banned from Advanced
Wreckin Ettin (Bottom Path) (New)
Pips: 4 + 1 Myth
New: Remove 5 Helpful Wards, then 525 Myth Damage
Athena Battle Sight (Top Path)
Pips: 3 + 1 Myth
Previous: 520 Myth Damage and -35% Universal Shield
New: Banned from Advanced
Athena Battle Sight (Middle Path) (New)
Pips: 3 + 1 Myth
New: 430 Myth Damage and -65% Universal Shield
Athena Battle Sight (Bottom Path) (New)
Pips: 3 + 1 Myth
New: 325 Myth Damage and 2x -60% Universal Shields
Drop Bear Fury (Bottom Path)
Pips: 3 + 1 Fire
Previous: Myth Selected Target Damage (525/395/300/225) and 4x Clear Helpful Wards for 340 Fire DOT (3 rounds)
New: Myth Selected Target Damage (385/255/190/115) and Fire DOT(s) (2x 230 (460 total) (115 per cleared) for 1–2, 2x 210 (420 total) (105 per cleared) for 3–4) (3 rounds) (splits at 4 clears)
Previous: Balance Selected Target Damage (590/450/345/265) and Add -60% Chromatic Weaknesses to enemy and +60% Chromatic Blades to self per HOT on Enemy (up to 2)
New: Balance Selected Target Damage (310/255/155/150) and Charms (50%/45%/45%/40%)
Samoorai (Top Path)
Pips: 3 + 1 Balance
Previous: 460–540 Balance Damage
New: Banned from Advanced
Notes: Removed Pip adds from Tiers 2–5
Samoorai (Middle Path)
Pips: 3 + 1 Balance
Previous: 510 Balance Damage and -30% Universal Shield
New: 385 Balance Damage and -70% Universal Shield
Samoorai (Bottom Path)
Pips: 3 + 1 Balance
New: 305 Balance Damage and 2x -60% Universal Shields
Savage Paw (Top Path)
Pips: 3 + 1 Balance
Previous: 500 Balance Damage and +25% Universal Blade
New: Banned from Advanced
Savage Paw (Middle Path) (New)
Pips: 3 + 1 Balance
New: 400 Balance Damage and +45% Universal Blade
Savage Paw (Bottom Path) (New)
Pips: 3 + 1 Balance
New: 320 Balance Damage and 2x +35% Universal Blades
Scales of Destiny (Bottom Path)
Pips: 1 + 1 Ice + 1 Life
Previous: 185 Ice, Life, and Balance Damage (555 total), then Echo HOT and Helpful Ward for 580 HOT (5 rounds) and -65% Universal Shield
New: 110 Ice, Life, and Balance Damage (330 total) and -70% Universal Shields per Harmful Ward on Caster (max 4)