Combat Balance Changes - Realm Divided Patch 2 - Version 30.020.1 - December 17, 2025
Disyembre 17, 2025
Combat Balance Changes - Realm Divided Patch 2 - Version 30.020.1 - December 17, 2025
Axes
Internal Bleeding has received a significant damage increase, making enemies think twice before running away.
Bows have been out-muscling opponents across all content after the recent Multishot changes, so their PvE and PvP damage has been split to give other weapons a fighting chance in PvP if they get close enough.
Cursed Sickle has had its stand time reduced to help it compete more effectively with Cursed Tar.
Twin Slayers have received a movement speed boost on cast, to not only feel more impactful, but also to more reliably reach good positions to recall their daggers.
Fire Wave has had some of its knockback distance restored, helping it reclaim its role as a quick self-peel tool.
The time window to cast Gravitas after using Close In has been increased, giving players more time to land the fight-winning root.
A new mechanic has been added to Nature HoTs that won’t immediately close the gap for group PvE healing, but should incentivize bringing at least one Nature Staff along on group adventures. This buff does not apply to the caster.
Because mounted players can’t interact with a root area by dashing or cleansing, Soul Shaker has been updated to affect mounts separately, with a shorter duration that respects both diminishing returns and crowd control resistance.
As with Bows, Slow Poison has been adjusted so it no longer applies diminishing returns (DR) to its own subsequent slow effects, though it remains affected by any existing slow DR.
Soldier Armor has received a mini-rework to function better in solo PvE and offer more interesting options in PvP. It has been turned into a toggle spell with an up-front heal and a persistent downside of increased damage taken. Transformations now remove the effect, while purges remove all Fury damage and CC strength stacks. Stacks can be rebuilt afterward, as long as players are willing to accept the risk of increased damage taken. Its cooldown is effectively longer, as active toggles prevent spells from cooling down.
Acid Potion has had its cooldown increased to preserve its power while limiting the frequency of solo one-shot bombing.
Axes
Internal Bleeding has received a significant damage increase, making enemies think twice before running away.
- Internal Bleeding (all Axes)
- Damage dealt to moving targets (per tick): 11→ 20
- Damage dealt to moving targets (per tick): 11→ 20
Bows have been out-muscling opponents across all content after the recent Multishot changes, so their PvE and PvP damage has been split to give other weapons a fighting chance in PvP if they get close enough.
- Multishot (all Bows)
- Damage to players: 116 → 100 (damage to mobs unchanged)
- Damage to players: 116 → 100 (damage to mobs unchanged)
- Slow Poison (all Bows)
- No longer applies slow diminishing returns (still affected by existing slow diminishing returns)
- No longer applies slow diminishing returns (still affected by existing slow diminishing returns)
- Undead Arrows (Whispering Bow)
- Attack speed buff: 20% → 30%
- Attack speed buff: 20% → 30%
- Raging Storm (Bow of Badon)
- No longer applies explosive arrows on hit
- No longer applies explosive arrows on hit
Cursed Sickle has had its stand time reduced to help it compete more effectively with Cursed Tar.
- Cursed Sickle (all Cursed Staffs)
- Stand time: 0.4s → 0.3s
- Stand time: 0.4s → 0.3s
Twin Slayers have received a movement speed boost on cast, to not only feel more impactful, but also to more reliably reach good positions to recall their daggers.
- Ring of Death (Twin Slayers)
- Added: Initial cast now grants 40% movement speed for 2s (removed on recast)
- Added: Initial cast now grants 40% movement speed for 2s (removed on recast)
Fire Wave has had some of its knockback distance restored, helping it reclaim its role as a quick self-peel tool.
- Fire Wave (all Fire Staffs)
- Knockback distance: 2.05m → 4m
- Knockback distance: 2.05m → 4m
The time window to cast Gravitas after using Close In has been increased, giving players more time to land the fight-winning root.
- Gravitas (Morning Star)
- Multispell time window: 3s → 5s
- Multispell time window: 3s → 5s
- Threatening Smash (all Maces)
- Hit delay: 0.4s → 0.2s
- Stand time: 0.5s → 0.3s
A new mechanic has been added to Nature HoTs that won’t immediately close the gap for group PvE healing, but should incentivize bringing at least one Nature Staff along on group adventures. This buff does not apply to the caster.
- Rejuvenation Charge (all Nature Staffs)
- Added: 5% defense vs mobs (per stack, others only)
- Added: 5% defense vs mobs (per stack, others only)
Because mounted players can’t interact with a root area by dashing or cleansing, Soul Shaker has been updated to affect mounts separately, with a shorter duration that respects both diminishing returns and crowd control resistance.
- Soul Shaker (Grailseeker)
- Root vs mounted players now has a base duration of 2s (and are affected by diminishing returns and crowd-control resistance)
- Root vs mounted players now has a base duration of 2s (and are affected by diminishing returns and crowd-control resistance)
- Vault Leap (Quarterstaff)
- Damage: 190 → 180
- Damage: 190 → 180
As with Bows, Slow Poison has been adjusted so it no longer applies diminishing returns (DR) to its own subsequent slow effects, though it remains affected by any existing slow DR.
- Slow Poison (all Spears)
- No longer applies slow diminishing returns (still affected by existing slow diminishing returns)
- No longer applies slow diminishing returns (still affected by existing slow diminishing returns)
Soldier Armor has received a mini-rework to function better in solo PvE and offer more interesting options in PvP. It has been turned into a toggle spell with an up-front heal and a persistent downside of increased damage taken. Transformations now remove the effect, while purges remove all Fury damage and CC strength stacks. Stacks can be rebuilt afterward, as long as players are willing to accept the risk of increased damage taken. Its cooldown is effectively longer, as active toggles prevent spells from cooling down.
- Fury (Soldier Armor)
- Now a toggle spell (taking damage while active still adds bonus damage and crowd-control strength stacks)
- Activation restores 30% of missing health
- While active, defenses are decreased by 10%
Acid Potion has had its cooldown increased to preserve its power while limiting the frequency of solo one-shot bombing.
- Acid Potion
- Cooldown: 60s → 100s
- Cooldown: 60s → 100s
- Calming Potion
- No longer affects mobs that guard players (Faction Warfare Outpost mobs, Fortress and Territory mobs, Castle Guard mobs, City Guards)
- No longer affects mobs that guard players (Faction Warfare Outpost mobs, Fortress and Territory mobs, Castle Guard mobs, City Guards)
- Sticky Potion
- Duration: 6s → 7s
- Duration: 6s → 7s