Public Testing: Mystic Rework, New Encounters and More!
Public Testing is live this weekend with the Mystic Rework and a new collection of community-created Realm encounters and UTs. Jump in to try Mystic’s new Hex mechanic, test the updated orbs, face six new encounters, and hunt for 13 new event whites.
As always, please share your feedback and report any issues you encounter during the test!
New UTs and Encounters for the Realm
Since the Realm Rework, I have felt there was something missing. There was a lack of encounters in certain biomes; the Risen Hell in particular having only Skull Shrine and not even exclusively. Although many UTs were added in the form of biome whites, I was hoping for there to be more event whites. These additions aim to fill in the gaps of classes lacking event whites and biomes missing some encounter variety. There are 6 new encounters to fight:
- Artificial Slop in the Haunted Hallows
- Cold Soul in the Risen Hell
- Towering Perfection in the Sprite Forest
- Man-eating Barnacle in the Coral Reefs
- Stygian Mirror in the Risen Hell
- Cube Deity in the Deep Sea Abyss.
There are 13 new event whites to collect:
- Shifting Shroud (Robe) from the Artificial Slop
- Cold Front (Bow) from the Cold Soul
- Babel Blocks (Ring) from Towering Perfection
- Barnacle Shell (Heavy Armor) from the Man-eating Barnacle
- Obsidian Lyre (Lute) from the Stygian Mirror
- Rectangular Prism (Prism) from the Cube Deity
- Wrathful Conduit (Scepter) from the Daughter of Limon
- Rift Rippers (Tachi) from the Astral Rift
- Scary Stories (Tome) from the Possesed Pumpkin
- General's Arsenal (Sword) from the Legion General
- Fossilized Skull (Skull) from the Ancient Kaiju
- Skeletal Sigilpede (Sigil) from the Skeletal Centipede
- Ravenous Wand (Wand) from the Ravenous Rot
With these additions, every class should have its own event white now. Ray Katana has also been reworked to make it feel worthy of being an event white; it has gained a proc that fires a laser when hitting enemies. This laser gains more projectiles depending on your defense. Some changes were also made to existing content, such as Skull Shrine being exclusive to the Risen Hell and Cube God becoming exclusive to the Sprite Forest. Other minor changes include a few more decorative set pieces in the Sprite Forest since it is strange that the Sprite World inspired biome never had conveyors.






Mystic Rework
The time has finally come for mystic to get a class rework. Mystic was a fairly hard class to figure out how to rework as its iconic ability function did not have much depth to work with from an item design standpoint. Because of this the class has taken a new direction, removing stasis from most orbs and replacing it with a brand new functionality revolving around an effect called Hex.
Hex

Hex is a brand new effect that the mystic can apply to enemies by hitting them with their weapon while they have any orb equipped. Hex is tracked per player and can stack up to 100. Be careful though if no new hex stacks are applied for 3 seconds the enemy will lose all of their hex stacks. The effect does nothing on its own but is used by the Mystics brand new ability functionality.
Hex stacks can be viewed on enemies via an icon displayed on them that builds up every 25 stacks.

Consuming Hex
When the mystic uses their ability they will now consume the Hex on all abilities within an area around their mouse. Consuming hex does damage to all enemies in the AoE based on a base damage value, but also does additional damage to any enemies with hex stacks, with the damage increasing the more stacks they have.
In addition, orbs can also trigger additional effects on consuming certain amounts of hex stacks. This allows us to build unique effects on orbs that can't be spammed or abilities that increase in potency the more stacks you consume.

Combined this makes for a very versatile damage dealing ability allowing you to deal notable AoE damage by spamming or holding your ability to build stacks on enemies dealing massive single target damage and gaining additional effects. This should also allow players with less mana recovery to still be able to get some large value from the ability on bosses.
Items
Tiered Orbs

Tiered orbs are fairly simple cursing, and having a solid hex consumption activate dealing higher base damage than some UTs that have extra effects. Also when consuming 25 hex stacks on an enemy tiered orbs will apply Petrify to them for 3 seconds.
Orb of Sweet Demise

Honey orb is still a solid slowing too replacing the curse with a slow, and dealing a lower amount of damage from hex but having higher scaling. Consuming hex stacks will extend the duration of the slow and at 50 or more stacks will inflict weak.
Enchantment Orb

Enchantment orb is a powerhouse that scales on dex, grants you berserk, and can grant additional dex buffs based on the hex stacks you consume. All this attack speed can let you build up hex even faster to swap to other orbs to consume it.
Orb of Conflict

Conflict no longer grants speedy but still gives damaging, and has an ATT scaling hex activate, plus now rends the souls of your enemies into shards creating little summons that will pulse aoes dealing damage to nearby enemies, with more shards created the more stacks you consume.
Orb of Conquest

The agent of oryx orb have been changed to a new functionality, it no longer creates the beacon orbject it once had. Now its hex detonate also causes spellbomb like effects to appear on enemies, with more projectiles the more hex stacks consumed. It also scales on def now.
Orb of Aether

Aether has been given a hex activate and have been cleaned up a little to make it nicer to use, the Aether trap is now spawned on an ability proc so you can continue using the orb or another orb while the trap is on cooldown. In addition the cooldown of the aether trap has been reduced to 3 seconds so you can now have two out at once.
Vision of Draconis

This orb is mostly unchanged still spawning powerful summons to attack your enemies, but now instead of a zap it fires a projectile so that it can scale on wisdom. This orb wont interact with hex and instead has its power self contained.
Primal Arcana

This orb is also mostly unchanged, only receiving the ability to apply hex stacks so you can use it in tandem with another orb swapping back and forth using arcana to stack faster.
Command Cornea

Some of corneas base power has been reduced and moved into hex stack procs but this is still the AoE nuke machine it always was.
Scorchium stone

This orb has gotten new power added by gaining a hex activate and also firing more and more projectiles in its shotgun depending on how much stacks you consume.
Cosmic Astrolabe

Most of this orb is unchanged but its projectiles have gained scaling, and it has a hex activate to deal damage in an aoe around your teleport location.
Soul of the bearer

This orbs function is unchanged, still providing stasis and speedy as a solid rush orb option. It however has received more passive stats to compensate for the lack of other changes
Karma Orb

While this item is an april fools item we still wanted to provide an orb that just applies stasis for players. Because of this the self petrify has been removed.
Stasis
Finally this rework does mean the removal of stasis from Mystics core kit, however we know some very dedicated mystic players have gotten used to making the most out of this niche ability. We don’t want to fully remove that from mystics current fans but it has been relegated to only a few items as you can see above. In addition all of the orbs with stasis have had their duration standardized to 6 seconds, but the time enemies are stasis immune after being stasised has been increased from 3 to 6 seconds. This means players can still strategically lock down enemies in crucial moments but the uptime for the ability is not able to be used as often.
Known Issues
- The mystic hex tooltip has the range and base damage values swapped
- The values for squares & base damage are interchanged in the tooltip description of all the orbs.
- Towering Perfection is unkillable