Vocation Adjustment Updates
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12.55.10451
NameVocation Adjustments 2020
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Release DateNovember 23, 2020
SummarySeveral adjustments on all vocations to balance them and resolve their current problems and challenges.
ChangesSeveral new spells: Expose Weakness, Sap Strength, Great Fire Wave, Cancel Magic Shield, Restoration, Nature's Embrace, Fair Wound Cleansing, Chivalrous Challenge and Divine Dazzle; Changes on existing spells: Magic Shield, Blood Rage, Protector and Sharpshooter; Energy Rings can no longer be used by Druids and Sorcerers as a consequence of the changes to Magic Shield; Removal of the Conjure Diamond Arrow and Conjure Spectral Bolt spells; It's no longer necessary to switch ultimate and skill buff spells with Zoltan, as characters will be able to learn both spells at the same time. Diamond Arrows and Spectral Bolts are now sold by NPCs and don't have an expiration time anymore. Knights can drink Strong Mana Potions and Paladins can drink Great Mana Potions; Bows and Crossbows can now be imbued with elemental damage Imbuements; The imbuements do not apply when using Diamond Arrows. Paladins now have a Quiver that is equipped in the shield hand. Ammunition is only fired from the Quiver. Due to this change, other vocations can no longer attack with distance weapons that require ammunition. Base damage of all offensive Knight spells is increased; Minor adjustments: The critical extra damage from the Wand of Darkness was reduced from 50% to 35% while its damage range was reduced from 80-100 to 75-95. The druid spells Terra Wave and Heal Friend had their mana cost reduced from 210 and 140 to 170 and 120, respectively. Spell Heal Friend can't be used to heal its own caster anymore.
15.25.3a4a52
NameVocation Adjustments 2026
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Release DateJune 16, 2026
SummaryRebalancing of all 5 vocations, with changes that support this goal: new spells (and adaption of existing ones), new stances, adaption of existing mechanics (such as Mitigation), Wheel of Destiny, shields, spellbooks, etc.
ChangesGeneral Avalanche Rune, Great Fireball Rune, Thunderstorm Rune, and Stone Shower Rune now all have the same base power of 50. Explosion Rune area has been increased from affecting 5 to 9 squares. Auto-attacks with AoE ammunition now only trigger charms on their main target. Gift of Life now also recovers 20/25/30% of a character's maximum mana. The XP bonus for groups consisting of two and three different vocations has been increased: Two different vocations: 30% -> 35% Three different vocations: 60% -> 70% Combat Modes are no longer available. To compensate for the bonuses they offered: The attack value of all characters has been increased by 20%. The defense value of all shields has been increased by 30%. The defense value of all spellbooks has been increased by 60%. The mitigation formula has been adjusted to reflect the removal of combat modes. The type of weapon worn now has a much larger impact on mitigation. Dedication Perks now grant 0.075% mitigation multiplier per Promotion Point, instead of 0.03%. Gems now provide 20/22/24/30% mitigation multiplier, instead of 5/5.5/6/7.5%. Monster mitigation has been increased. Mana Potion changes: Great Mana Potions, including corresponding kegs and casks, can now be used by all vocations. Added Superior Mana Potion, Distilled Superior Mana Potion, and Distilled Ultimate Mana Potion. Distilled potions have the same effect as their non-distilled versions and can be used by all vocations, but they cost 50% more gold. Energy Ring now consumes 2 mana per point of damage, instead of 1. Ultimate Healing Runes and Intense Healing Runes can no longer be used on other characters. Rods and Wands Improvements Numerous Strike Imbuement limitations have been removed. Attacks now generate mana instead of consuming mana. Range has been increased. Knights Stances: starting with the promotion, a knight can now switch between two stances: Blood Rage: grants 30% sword/axe/club fighting and increases damage taken by 15%. Protector: grants 30% shielding and reduces damage taken as well as damage done by 15%. The skill bonus of both stances impacts your total skill (including bonuses from gear and other buffs like potions). These stances replace the spells of the same name, which are now no longer available. Mana Cost Adjustments Berserk: increased from 115 to 125. Fierce Berserk: increased from 340 to 360. Groundshaker: increased from 160 to 200. New Spells: Shield Bash, Shield Slam Healing Adjustments Healing spells of knights now scale better with magic level and shielding. All knight healing spells now have a group cooldown of 2 seconds instead of 1. Consequently, the base power of all knight healing spells has been reduced and the values of proficiency perks have been doubled. Bruise Bane: base power is now 15. Wound Cleansing: base power is now 70. Fair Wound Cleansing: base power is now 225. Intense Wound Cleansing: base power is now 500. Cooldown reduced from 10 to 2 minutes. All augments that reduced its cooldown were adjusted accordingly by 80%. Existing Spell Improvements Chivalrous Challenge: jump range has been increased to 7 and now hits an additional target. Front Sweep: base power has been increased from 72 to 80. Wheel of Destiny Adjustments Front Sweep augments: first grants +40% base power; second increases shape to hit two additional squares to the sides of your character, for a total of 5 affected squares. Shield Slam augments: first grants +15% life leech; second grants +25% damage reduction, for a total of 75%. They replace Chivalrous Challenge augments. Groundshaker: first and second augment have been switched. The positions of Groundshaker and Shield Slam augments have been switched in the wheel. Battle Healing has been reworked: increases the effect of your healing spells by 10%; this bonus is tripled while wearing a shield; no longer grants healing when challenging. Combat Mastery has been reworked: you take less damage the lower your life is (1% reduced damage taken per 12/10/8% missing HP, with bonus doubled while wielding a shield. You deal more damage the lower your targets life is (1% increased damage per 12/10/8% missing HP, with bonus doubled while wielding a two-handed weapon. Paladins Stances: starting with the promotion, a paladin can now switch between two stances: Sharpshooter: grants 40% distance fighting. The skill bonus impacts your total skill (including bonuses from gear and other buffs like potions). Replaces the old Sharpshooter spell, which is no longer available. Divine Defiance: grants 7.5% of distance fighting as holy and healing magic level, as well as 15% Dodge against non adjacent enemies. New Spells: Divine Barrage, Ethereal Barrage New AoE Ammunition, arrows that hit a total of 13 squares: Shatterstorm Arrow (Physical Damage), Firestorm Arrow (Fire Damage), Terrastorm Arrow (Earth Damage), Froststorm Arrow (Ice Damage), Thunderstorm Arrow (Energy Damage). Existing Spell Adjustments Swift Foot: now allows attacking and casting while being active, but damage dealt is reduced by 30%. Individual cooldown has been reduced from 10 to 4 seconds, and secondary group cooldown from 10 to 2 seconds. Divine Caldera: base power has been increased from 140 to 160. Salvation: base healing has been increased from 400 to 500. Divine Dazzle: jump range has been increased to 7. Wheel of Destiny Adjustments Divine Barrage augments: first grants +10% base damage; second grants +15% base damage. These replace Swift Foot augments. Ethereal Barrage augments: first grants +10% Life Leech; second grants +10% critical chance. These replace Sharpshooter augments. Divine Dazzle augments: first adds +2 targets instead of +1; second reduces cooldown by 8 seconds instead of 4 seconds. Sorcerers Elemental Stances: starting with the promotion, a sorcerer can now switch between three elemental stances: Master of Flames: fire spells have 4% increased base power. Additionally, casting a fire spell converts the next non-fire spell into fire damage. Master of Thunder: energy spells have 4% increased critical hit chance. Additionally, casting an energy spell converts the next non-energy spell into energy damage. Master of Decay: death spells have 30% increased critical extra damage. Additionally, casting a death spell converts the next non-death spell into death damage. Crippling Stances: the two existing crippling spells are turned into passive stances that sorcerers can switch between. They are unlocked with level 175: Aura of Sapped Strength: your spells, runes and auto attacks apply Sap Strength to their targets, reducing the damage they deal by 10%. The Sap Strength spell is no longer available. Aura of Exposed Weakness: your spells, runes and auto attacks apply Expose Weakness to their targets, granting 8% elemental pierce to attackers. The Expose Weakness spell is no longer available. These stances replace the Sap Strength and Expose Weakness spells, which are no longer available. Sorcerers can have one elemental stance and one crippling stance active at the same time. New Spell: Death Echo Existing Spell Improvements Great Death Beam: becomes a regular spell that can be learnt from level 66. Lightning: now chains to 2 additional targets. Base power has been increased from 70 to 110, range increased from 5 to 7. Strong Energy Strike: base power has been increased from 90 to 125, range from 3 to 7. Strong Flame Strike: base power has been increased from 90 to 125, range from 3 to 7. Ultimate Energy Strike: base power has been increased from 150 to 210, range from 3 to 7. Ultimate Flame Strike: base power has been increased from 150 to 210, range from 3 to 7. New Survivability Mechanic: Mana Buffer Wheel of Destiny Adjustments Special Spells augments: first grants -4 seconds cooldown; second grants +50% base damage. These replace Magic Shield augments. Death Echo augments: first grants -2 seconds cooldown; second grants +8% base damage. These replace Sap Strength augments. Beam Mastery has been reworked: it now hits adjacent squares for 40/60/80% of the initial damage; still increases damage and reduces cooldown based on the amount of targets hit by the central beam. Lord of Destruction Revelation Perk replaces Drain Body: Improves the buffs provided by the elemental stances. Master of Flames gains +2/3/4% base power for fire spells (for a total of +6/7/8% base power). Master of Thunder gains +2/3/4% critical hit chance for energy spells (for a total of +6/7/8% critical hit chance). Master of Decay gains +15/22.5/30% critical extra damage for death spells (for a total of 45/52.5/60% critical extra damage). Focus Mastery now additionally reduces the group cooldown of focus spells by 2 seconds. Energy Wave augments I and II have been switched: first enlarges affected area; second increases base damage by +10% instead of 5%. Druids Stances: starting with the promotion, a druid can now switch between two stances: Shared Conservation: Heal Friend and Nature's Embrace heal a secondary party target in the game window for 30% of their healing. Cannot be the same target as your original target. Additionally, your self-healing is increased by 10%. Elemental Synthesis: grants 10% of your Magic Level as additional ice and earth magic level. Healing Adjustments Heal Friend and Nature's Embrace now heal more consistently (lower highs and higher lows). Nature's Embrace: base power healing has been increased from 650 to 2000. New Spells: Forked Glacier and Forked Thorns New Survivability Mechanic: Mana Buffer Existing Spell Improvements Strong Terra Strike: base power has been increased from 90 to 115, range from 3 to 7. Strong Ice Strike: base power has been increased from 90 to 115, range from 3 to 7. Ultimate Terra Strike: base power has been increased from 150 to 195, range from 3 to 7. Ultimate Ice Strike: base power has been increased from 150 to 195, range from 3 to 7. Strong Ice Wave: cooldown has been reduced to 4 seconds and size has been increased. Wrath of Nature’s base damage has been increased from 150 to 175 and is now more consistent. Wheel of Destiny Adjustments Forked Spells augments: first grants -2s cooldown; second adds +1 target. These replace Nature's Embrace augments. Heal Friend augments: first grants +4% base heal; second grants +6% base heal. Terra Wave second augment now grants 10% instead of 5% Life Leech. Strong Ice Wave augments: first grants +6% base damage; second increases affected area. Healing Link now heals yourself for 25% of the healing of Nature's Embrace or Heal Friend, instead of 10%. Blessing of the Grove has been adjusted: Healing spells can now critically heal, using critical hit chance and critical extra damage. Extra healing has been adjusted to 5% / 7.5% / 10% against targets below 60% of their hit points. This effect is doubled against targets below 30% of their hit points. Monks Virtues: Virtues now additionally grant bonuses to nearby party members: Knight: -3% damage received. Paladin: +6% auto attack damage. Sorcerer: +6% spell and rune damage. Druid: +12% healing done. Mentor Other has been removed to compensate for this change. Monks benefit from the same bonuses while Serene, as long as the respective vocation is present. New Spell: Thousand Fist Blows Other Improvements The Way of the Monk Quest bonuses have been expanded. In addition to granting up to 100% increased damage for auto-attacks, each shrine now grants 2% damage reduction against melee auto attacks, up to a total of 20%. Mass Spirit Mend is no longer a Spender Spell. Its cooldown, base power and icon have been adjusted accordingly. The caster only receives a lesser effect, similar in power to a regular Spirit Mend. Mystic Repulse: base power has been increased from 72 to 85 and cooldown has been reduced from 20 to 12 seconds. Chained Penance and Spiritual Outburst: jump range has been increased by 1. Additionally, they now chain to the closest target instead of the target with the highest health percentage. The Monk Familiar is now better at hitting enemies with its spells. Wheel of Destiny Adjustments Thousand Fist Blows augments: first grants +40% critical extra damage; second grants -6 seconds cooldown. These replace Sweeping Takedown augments. Flurry of Blows augment I enlarges the affected area instead of granting 5% Life Leech. Guiding Presence now shares 100% of the Mantra effect, instead of 50%. Sanctuary: it now additionally increases the damage you deal to adjacent enemies by 10% and the healing you do to adjacent allies by 10%. Mystic Repulse augment I now reduces the cooldown by -6 seconds instead of -4. Mass Spirit Mend augment II now reduces the cooldown by -4 seconds instead of enlarging the affected area.