Complex Skyblock Season 7

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RiseDynamic

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Skyblock Season 7 Reset
We are excited to share the Season 7 Changelog with additional updates and changes coming to Skyblock!

The reset vault is now open for all players to store their items ahead of the reset. The vault will close on September 11, 2026 at 3 PM EST (24 hours before the reset), so please make sure to move everything you'd like to keep before then.
Staff will not be able to assist with any items that were not properly transferred over.

Season 7 of Skyblock will release on: September 12, 2026 at 3:00 PM EST.
Complex Discord Link For Future Updates:
Click Here


🔹 PVE (Dojo, Tomb, Skull Etc.) 🔹

  • Tomb Expeditions (NEW):
    • A brand new solo challenge system inside the Tomb, and your new path to unlocking deeper Tomb tiers.
    • Take on waves and boss fights in your own instanced, solo-only arena. This is a personal run with no friends along for the ride.
    • Expeditions unlock once you reach a minimum number of mob kills inside the Tomb.
    • Pay your entry fee in Gold Shards to dive into your room.
    • Clear the Expedition to claim your rewards. Fail it and you forfeit the shards you paid to enter, so gear up before you queue.
    • Progression is milestone based: clearing set Expeditions unlocks the next Tomb tier (for example, clear up to Expedition 5 to unlock Tomb Tier 2, and keep climbing from there).
    • Tomb tier progression now runs through Expeditions. Advancing rewards skill and clears, not time spent online.
  • Tomb Sprees (NEW):
    • Challenge-driven boosts built right into the Tomb.
    • Complete rotating Tomb challenges, like hunting down specific mobs or clearing with specific weapons, to unlock timed tomb boosts that supercharge your grind.
    • Sprees tie directly into Expeditions and Tomb progression, rewarding you for mixing up how you play instead of one-tracking the same routine.
  • Weekly Pass Rework:
    • Weekly passes now track active time, not real-life time.
    • The Tomb Weekly Pass progresses based on active time spent inside the Tomb.
    • The Pharaoh's Realm Pass works the same way, progressing on active time spent inside the Realm.
    • No more watching the clock. If you are grinding, you are progressing.
  • Crossbow Rebalance:
    • Crossbows now carry a 40% Luck penalty while inside the Tomb (40% worse drop odds versus killing with a sword).
    • Crossbows have dominated Tomb grinding for too long. This opens the door for other loadouts to shine.
  • Tomb Essences:
    • Essences now drop at very low rates in Tier 3 Tomb, giving an alternative to the dungeon grind while dungeons remain the main source.
  • Angelic Items:
    • Angelic item drops in the Tomb can now roll up to double their current duration, with a maximum of 4 days.

🔹 Dungeons 🔹

  • Dungeon Events (NEW):
    • Random flash events can now trigger while you are inside dungeons.
    • These surprise events appear without warning and run for a limited time.
    • While active, they boost your rewards and help accelerate your progression, so make the most of them while they last.

🔹 Minions 🔹

  • Essences Reworked:
    • The essence system has evolved. There are now FOUR essence types, one tied to each minion type: Fish Oil (Fishing), Resin (Logging), Flux (Mining) and Mulch (Farming).
    • The biggest change: you no longer apply essences directly to the minion you want boosted. Essences are now used by Refinement Minions (below), and running your drops through them is how minion output reaches its full Island Top value.
    • Every refine uses an essence from a DIFFERENT minion type than the drops being refined. For example, refining Farming drops costs Fish Oil, which comes from Fishing. Which essence each minion type needs rotates weekly, so demand is always shifting. Expect a real essence market to form, and islands running multiple minion types to come out ahead.
  • Refinement Minions (NEW):
    • A brand new minion and the new top tier of minion value.
    • Refinement Minions join the minion pool. They are far rarer than standard minions, and you can run as many as you can get your hands on. Each one specializes in one essence type, so there is no single best refiner, full coverage takes variety.
    • Feed your essences to your Refinement Minion and place it near your working minions. It automatically collects their drops within its radius (a particle outline shows the range), spends the required essence, and refines those drops into Artisan Goods that deposit straight into your /is top value.
    • Artisan Goods roll a quality grade, Standard, Fine or Pristine, and land anywhere from 50% to 200% of value depending on grade, moods and comfort. (more information below)
    • No Refinement Minion in range? Your minions work exactly as they always have. Refining is the optional step for squeezing out maximum Island Top (is top) value. Upgrade tracks: Speed, Queue and Precision.
  • Minion Moods (NEW):
    • Your minions now have feelings, and their performance moves with them.
    • Every day, a server-wide Mood Forecast rolls for each minion type and is announced to everyone. Positive moods (Thriving, Rested, Lucky, Satisfied, Sociable) and negative moods (Sluggish, Overworked, Lonely, Picky, Under the Weather, Jealous) shift output, fuel drain, essence luck, appetite and drop quality for the day.
    • Every negative mood has counterplay. Feed and tend affected minions, give overworked types a rest, or mix minion types together to bring them back to normal instead of just eating a bad day.
    • Some moods come from your island itself: cram minions too tightly and they become Cramped, neglect their surroundings and they turn Gloomy, and leaving the rain on for days brings Seasonal Depression.
    • Happy minions produce better graded drops that refine into higher valued items, miserable minions produce lower value drops.
  • Minion Comfort (NEW):
    • One number that turns island aesthetics into permanent gameplay.
    • Every minion has a visible Comfort score from 0-100, built from spacing, lighting, nearby decor/nature and variety.
    • High comfort lowers the penalties of negative moods and adds a bonus on positive days. Hold high comfort long enough and a minion becomes Pampered, shrugging off one bad mood a week.
    • The cap rule: countering a negative mood restores that minion type to neutral, never to a bonus. Counterplay is always worth doing, but it can never be used to keep one minion type on top every day.
  • Chef Minions & Diet (NEW):
    • Your minions get a kitchen, and an appetite.
    • Chef Minions join the pool alongside Refinement Minions. Place one and it gathers ingredients from nearby minion drops, cooks Meals from its recipe book, and automatically feeds every minion in its radius.
    • Feeding fills a minion's Diet. A well-fed minion resists negative moods and produces more Prime drops. An unfed minion is simply neutral, diet is pure upside, never a chore.
    • Variety matters: minions get bored of repeat meals, and each minion type has favorite dishes. Picky minions demand a menu change, and Under the Weather is cured with a remedy dish. The best kitchens rotate the menu.
  • New Minions & Balance:
    • Two brand new minion types join the lineup: Logging and Fishing Minions.
    • Four new Implants join the pool, one per essence type, each giving your minion a SMALL chance to drop that essence while working.
    • Farmer Minions are now 20% slower across all levels.

🔹 Islands 🔹

  • Milestones & Island Levels:
    • The island level cap has been raised from 25 to 50.
    • Double the levels means double the milestones: quicker, easier ones between the big gates, so there's always something to grind for.
    • New milestones are built around this season's systems, refining, minion moods and more.
    • Milestone rewards are now tracked per player with a cooldown. Cycling fresh islands to repeat-claim rewards no longer works, while regular island creation stays untouched.
  • Island Overheat:
    • Overheat has been increased by 5% at each level (1, 2 and 3).
  • Greenhouse:
    • The Greenhouse EXP cost has been doubled.
  • Casual Islands:
    • This reset we are making sure the solo and casual experience stays protected.
    • Pricing around casual islands has been reworked so smaller islands are no longer paying costs designed around top-tier competitive islands. This includes Pharaoh's Realm pricing.
    • Competitive islands can now be converted to Casual islands. This is a permanent, one-time change.

🔹 New Players 🔹

  • Rookies League (NEW):
    • Every new player is automatically entered into a rookie leaderboard when they join.
    • Compete in batches of around 15 players who all started at a similar time.
    • Top your rookie class to earn rewards that kickstart your island (in-game money, keys, shards, minions and more).
    • Everyone who participates receives a reward, even without winning.
    • Your first week now comes with a grind you can actually win.
  • New Player Islands (NEW):
    • New players now spawn directly onto their own island instead of at spawn.
    • Your Skyblock journey begins the moment you join, on a refined starter island built to walk you into the gamemode properly.
    • Paired with the Rookies League, your first session now actually feels like starting Skyblock, not standing around at spawn figuring out what to do.

🔹 PvP 🔹

  • PvP Roster Rework:
    • Island PvP rosters are moving away from the old flat 10 member format.
    • Teams now have a roster of 8, with up to 6 members online at a time.
    • A tighter active count means the talent gets spread across more teams instead of every top player stacking onto one. Expect more rivalries, more fights, and a far more competitive season.
  • Daily PvP Events (NEW):
    • The Daily Event system from Factions is making its way to Skyblock, fully adapted for the gamemode.
    • Every single day, a PvP event fires with a different mode from a rotating lineup, from objective-based team fights to boss showdowns where damage and control decide the winner. A different challenge every day of the week.
    • These events are built hand in hand with the new PvP roster format. With teams capped at 6 online, every island squad has a real shot at taking an event, not just the one super-team.
    • Show up, fight, and walk away with loot. Daily events are designed to be worth queuing for whether you win or not, with the best rewards going to the teams that take it.
    • Winning and competing earns Angelic Items and PvPTop points. These events do not directly affect Island Top, keeping the competition balanced for every type of player.

🔹 General & QoL:🔹

  • Time Traveler:
    • The Time Traveler now visits twice a week, arriving every Saturday and Wednesday. Exactly double the visits, double the chances.
  • Dailies Claim All (NEW):
    • A new Claim All button has been added to /dailies.
    • Claim every daily reward available to you in a single click, no more clicking through each one individually. Higher ranks, this one is for you.
  • AFK System (NEW):
    • When you message a player who is AFK, you are now notified they are away.
    • Plus players can set custom AFK replies.
  • [pwarp] Chat Variable (NEW):
    • Advertising your player warp just got a whole lot cleaner.
    • Type [pwarp] in chat to showcase your warp, and other players can click it to teleport straight there.
    • This joins our existing chat variables like [item] and [pv], no more renaming items just to promote your warp.
Prepare for Season 7!
Once again, Season 7 of Skyblock will release on September 12, 2026 at 3:00 PM EST.

We look forward to seeing everyone online for the start of a brand-new season!

Server IP: skyblock.mc-complex.com​
 
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