Update schedule
Expected 1.0.5 update date: November 7 (UTC+9)
For the time being, we will announce update schedules by date rather than by time, and maintenance will be announced 30 minutes to 1 hour before it starts. This is so we can bring you new features quickly once review is complete, and we appreciate your understanding.
New
- Pet Fuser added: install it in the Pet House for 10,000 gold, then fuse two pets into a reborn pet of one of the two species
- Inherits half of the two pets' combined XP, with a newly rolled effect
- Result rarity depends on the ingredient rarities, with the odds shown on the fuse screen
- Pets on dispatch cannot be used as ingredients
- Soul Swapper added: a consumable that swaps all traits between two adventurers, used from the Consumables tab
Changes
- Raid reward ad added: once a day, watch an ad for 2x gold and 2x chance to get an egg or Legendary
- Fuse pets and Choose a companion pet screens unified into a grid layout
- Energy cost now shown on the skill row in character details
Bug fixes
- Long Japanese and Chinese skill descriptions stretching the screen
Balance changes
The biggest goal of this balance patch is widening your party options.
Until now, five damage dealers was practically the right answer for every piece of content, and adding a tank or healer often left you worse off. With this patch, we have adjusted things so that a party with a tank and healer can get results similar to or better than five damage dealers.
Each setup shines in different places, such as 3 damage dealers + 1 tank + 1 healer, 4 damage dealers + 1 tank, or 5 damage dealers, so try to find the party that fits the situation.
Most of the class numbers below are also adjusted to fit this goal.
We validated every party currently on dispatch against these numbers, and most parties will stay at about the same floor as now. Parties with a tank or healer gain power and may climb further on some floors. Some parties may drop slightly.
The game is still early in its release and parts of its design still need polish, so there may be adjustments that change numbers a lot, as in this patch. We apologize for the effect on the parties you have raised. We are working to keep such large adjustments to a minimum, and they will gradually decrease as the game settles. We will avoid sudden large nerfs like the last time, and when one is truly necessary, we will explain the reason well in advance.
We thought the last patch may have left you feeling deprived, so as an apology we are sending you 3 Trait Reroll Tickets by mail (can be claimed for one week).
Common
| Target | Type | Change | Notes |
|---|---|---|---|
| All tank classes (base stat modifiers) | Adjust | HP and DEF +20%, ATK -20% | Sturdier but lower attack, so adding a tank beats a party of only damage dealers |
| All raid bosses | Buff | ATK +25% | Raises the value of parties with a tank and healer |
| Forest raid boss | Nerf | HP 100% → 55% | Eases the first raid to offset the higher ATK |
| Mine raid boss | Nerf | Skill bonus damage 125% → 60%skill used every 2nd → 3rd action | Softens the pile-up of skill damage |
| Sewers raid boss | Nerf | Skill used every 2nd → 3rd action | Effect of the shared adjustment |
Traits
| Trait | Type | Change | Notes |
|---|---|---|---|
| HP | Buff | Immortal 8% → 12%Tough 5% → 8%Stamina 2% → 4% | Partly restores the survival traits cut sharply in 1.0.4 |
| DEF | Buff | Fortress 20% → 25%Iron Wall 10% → 15%Firm 5% → 8% | Partly restores the survival traits cut sharply in 1.0.4 |
| Damage taken reduction | Buff | Strong Will 7% → 10%Ward 6% → 7%Resist 3% → 4% | Partly restores the survival traits cut sharply in 1.0.4 |
| Energy gain | Buff | Inspiration 20% → 25%Focus 15% → 20%Composure 10% → 11% | Partly restores the energy traits cut in 1.0.4 |
| Warm-Up (starting energy) | Buff | 10% → 30% | Buffed along with the energy traits |
Tanks
| Class | Type | Change | Notes |
|---|---|---|---|
| Knight | Buff | Skill 140% → 210%damage taken reduction while taunting 10% → 50%passive damage taken reduction 3% → 4% | Makes up for the attack cut and raises staying power while taunting |
| Paladin | Adjust | Skill 140% → 210%ally area damage reduction 30% → 20%passive 5% → 3% | Reduces protection and makes up for it with attack |
| Crusader | Buff | Skill 80% → 115%damage taken reduction while taunting 10% → 50%reflect 35% → 15% | Lowers reliance on reflect and strengthens the enduring role |
| Holy Knight | Adjust | Ally area damage reduction 30% → 20%skill energy 40 → 25passive 20% → 10% · 10% → 6% | Lowers the effects and lets you use the skill more often |
| Phantom | Buff | Evasion 6% → 9%skill 60% → 90%damage taken reduction while taunting none → 50%evasion buff 6% → 9%passive 6% → 9% | Raises the survivability of the evasion tank |
| Bloodguard | Buff | Skill 260% → 500%healing 10% → 25%skill energy 40 → 25 | Strengthens the role of enduring while dealing damage |
| Guardian | Buff | Damage taken reduction while taunting 25% → 50%skill energy 40 → 25 | Raises taunt sustain |
| Holy Guardian | Buff | Shield 15% → 20%skill energy 40 → 25passive 10% → 15% | Strengthens the shield role |
| Seraphim | Adjust | Skill 115% → 135%ally area damage reduction 35% → 20%Grace heal 10% → 5%passive 6% → 3% · 3% → 2% | Reduces protection and makes up for it with attack |
| Wraith | Buff | Evasion 6% → 20%skill 95% → 160%damage taken reduction while taunting none → 50%evasion buff 6% → 20%passive 20% → 30% | Greatly raises the survivability of the evasion tank |
Healers
| Class | Type | Change | Notes |
|---|---|---|---|
| Acolyte | Adjust | Healing 250% → 190%skill energy 100 → 40 | Fixes the skill energy cost of 100 being so high the skill was barely used. Skill is used more often, with lower healing per use |
| Cleric | Buff | Healing 155% → 230%passive 25% → 30% | Buff for a weak healer |
| Herbalist | Nerf | Skill 170% → 90%healing 35% → 20%passive 30% → 20% | Too strong compared with other healers of the same promotion stage |
| Bishop | Buff | Healing 45% → 50% | Slight buff |
| Druid | Adjust | Skill 105% → 60%healing 40% → 30%skill energy 40 → 25passive 70% → 50% | Used more often, with a lower effect per use |
| Warden | Buff | Shield 30% → 35%passive 20% → 30% | Buff for a shield healer |
| Archbishop | Buff | Healing 35% → 60%revive HP 10% → 15% | Buff for a weak healer |
| Archdruid | Buff | Skill 420% → 435%healing 70% → 75% | Slight buff |
| Grovekeeper | Adjust | Skill 175% → 125%healing 95% → 70%skill energy 40 → 25 | Used more often, with a lower effect per use |
| Twilight Priest | Adjust | Skill 50% → 45%healing 55% → 45%passive 10% → 15% | Lowers the skill effect and makes up for it with the passive |
Damage dealers & buffers
| Class | Type | Change | Notes |
|---|---|---|---|
| Apprentice | Adjust | Skill 260% → 195%skill energy 100 → 40 | Fixes the skill energy cost of 100 being so high the skill was barely used. Skill is used more often, with a lower multiplier per use |
| Apprentice Archer | Adjust | Skill 200% → 160%skill energy 100 → 40 | Fixes the skill energy cost of 100 being so high the skill was barely used. Skill is used more often, with a lower multiplier per use |
| Recruit | Adjust | Skill 180% → 150%skill energy 100 → 40 | Fixes the skill energy cost of 100 being so high the skill was barely used. Skill is used more often, with a lower multiplier per use |
| Vagabond | Adjust | Skill 200% → 160%skill energy 100 → 40 | Fixes the skill energy cost of 100 being so high the skill was barely used. Skill is used more often, with a lower multiplier per use |
| Storm Imbuer | Buff | Skill 130% → 260% | Buff for a weak buffer |
| Master Imbuer | Buff | Skill 625% → 1000% | Designed as a damage dealer and buffer, so the damage multiplier is raised. As a buffer, it stays lower than top damage dealer multipliers |
| Trapper | Nerf | Skill 690% → 580% | Class gap adjustment |
| Judgment | Nerf | Skill 3530% → 2000%crit condition HP 80% or below → 85% or below | Crits are guaranteed against enemies at 85% HP or below, so the skill crits almost every time, and its multiplier before crits was also far too high. Multiplier cut sharply and the condition widened slightly |
| Blightblade | Nerf | Skill 2075% → 1545%passive cap 80% → 75% | The skill targets the weakest enemy and applies poison, and the rot passive on top made damage lopsided. Multiplier and passive cap lowered together |
| Deathcaller | Nerf | Skill 2470% → 2170% | A one-shot skill used after gathering 60 energy, with guaranteed crits on low-HP enemies and extra passive damage stacked on top. Keeps its one-shot character and only slightly lowers the multiplier |
| Inquisitor | Nerf | Skill 845% × 2 → 720% × 2 | Two hits made the total 1690%, very high for a 40-energy skill. Total lowered to 1440% |
| Thunderlord | Nerf | Skill 920% → 690%passive 180% → 135% | The all-enemy attack with guaranteed shock and chain lightning stacked, so damage rose sharply against more enemies. Multiplier and chain damage lowered together |
| Storm Ranger | Nerf | Skill 1165% → 990% | Class gap adjustment |
| Grand Mage | Nerf | Skill 825% → 715%DEF penetration 60% → 50%passive 215% → 185% | Class gap adjustment |
| Warlord | Buff | Skill 1065% → 1490%passive 85% → 120% | Class gap adjustment |
| Hawkeye | Buff | Skill 730% → 840% | Class gap adjustment |
| Bladedancer | Buff | Skill 570% → 645% | Class gap adjustment |
| Thermomancer | Buff | Skill 345% → 400% (2 hits)passive 35% → 40% | Class gap adjustment |
| Schemer | Buff | Skill 120% → 130%enemy ATK reduction 15% → 25%passive 9% → 10% | Class gap adjustment |
We will keep fixing any shortcomings one by one.
Thank you for always enjoying Pyxis.



