Full List of Vocation Adjustments
he list reflects the state of the vocation adjustments on their release date, November 23.
Table of Contents
Knights can now use strong mana potions, as, for a long time, they were in need of a better way to refill their mana, especially at high levels.
Ranged monsters have been difficult to control and combat for knights in solo as well as teamhunts for a while. Thus we felt a need to give knights a way to deal with them.
This new spell Chivalrous Challenge (exeta amp res) chains up to 5 creatures prioritising ranged creatures. Creatures hit are turned into melee fighters for 12 seconds and change their target to the caster for 6 seconds. An icon visualises that a creature is affected by this spell. This spell cannot be used when fighting lever bosses.
We wanted to give the knights a stronger healing spell at high levels that serves as a boost to their regular healing capabilities. Intense Wound Cleansing (exura gran ico) will stay the strongest one time heal they can cast.
This new spell Fair Wound Cleansing (exura med ico) restores health to the caster. It restores more health than exura ico but less than exura gran ico.
Our goal was to recapture the original spirit of Blood Rage: Sacrificing your defence for better offence.
Blood Rage now increases all damage the knight receives by 15%. This is in addition to already existing downsides of the spell. Casting Protector will now remove Blood Rage from yourself.
Please note that you no longer have to switch between Blood Rage and Protector by going to Zoltan.
Our goal was to recapture the original spirit of Protector: Sacrificing your offence for better defence.
Protector now reduces all damage the knight receives by 15%. It no longer prevents the knight from attacking and instead reduces all outgoing damage by 35%. Casting Blood Rage will now remove Protector from yourself.
Please note that you no longer have to switch between Protector and Blood Rage by going to Zoltan.
To increase the overall offensive prowess of knights, due to no longer being expected to always use Blood Rage, the attack spells have been strengthened.
The damage of Front Sweep (exori min), Berserk (exori) and Fierce Berserk (exori gran) has been increased by ~10%, while the damage of Brutal Strike (exori ico), Annihilation (exori gran ico), Groundshaker (exori mas) and Whirlwind Throw (exori hur) has been increased by ~28%.
Our goal was to give druids a way to react to unexpected damage spikes while healing allies and put further emphasis on their role as a master of healing for both their allies as well as themselves in high level content.
We added a new spell Nature's Embrace (exura gran sio) which restores a very large amount of health to the target. This spell can not be cast on yourself.
Due to adding an alternative for exura sio when healing yourself in the form of Restoration (exura max vita), we decided to remove the possibility of healing yourself with Heal Friend (exura sio) to bring it more in line with the intended use of this ability.
Druids have the highest waste compared to the other 3 vocations. These changes will slightly reduce this gap:
The manacost of Terra Wave (exevo tera hur) has been reduced from 210 to 170 and the manacost of Heal Friend (exura sio) has been reduced from 140 to 120.
Our goal was to give sorcerers a second wave spell to reduce the disparity in the number of waves between sorcerers and druids.
This new spell Great Fire Wave (exevo gran flam hur) deals fire damage in an area directly in front of the caster. The spell deals more damage than a Fireball Rune but less than an Energy Wave.
Sorcerers lacked a distinct role in full teamhunts. Expose Weakness and Sap Strength should make them a staple in any group.
This new spell Expose Weakness (exori moe) increases the sensitivity of all creatures hit to all elements for 16 seconds. An icon visualises that a creature is affected by this spell.
This new spell Sap Strength (exori kor) reduces all damage dealt by creatures hit for 16 seconds. An icon visualises that a creature is affected by this spell.
Expose Weakness and Sap Strength are support spells and share a cooldown. Creatures can only suffer from one instance of Expose Weakness and from one instance of Sap Strength at a time.
Based on feedback we have gathered over the years we adjusted the power of the wand of darkness.
The damage of the wand of darkness has been changed from 80-100 to 75-95 and the critical extra damage it grants has been reduced from +50% to +35%.
Sorcerer and Druid
We aimed to enhance the healing capabilities of both druids and sorcerers with the introduction of a spell which is meant to complement their already existing assortment of healing spells.
This new spell Restoration (exura max vita) is now the strongest healing spell available to mages.
Up until now, sorcerers and druids with active Magic Shield (utamo vita) had more effective hitpoints than knights as well as paladins. Our goal was to keep Magic Shield as a defensive option for sorcerers and druids but to no longer have it eclipse the sturdiness of knights. In our opinion, Magic Shield works well for knights and paladins, so we decided to keep the energy ring unchanged for these vocations.
Consequently, the spell Magic Shield (utamo vita) has been reworked. It now only absorbs a limited amount of damage before breaking.
In addition to this change, energy rings can no longer be used by sorcerers or druids. We added a new consumable item (Magic Shield Potion) that gives these vocations an option in dangerous situations to gain this new Magic Shield without casting it (cost: 1 silver token).
Since Magic Shield has been reworked quite thoroughly, we wanted to give sorcerers and druids more control over the shield.
This new spell removes an active magic shield from yourself.
Paladins can now use great mana potions, as knights can now make use of bigger mana potions as well.
Our goal was to improve the quality of life when using bows or crossbows. This includes the ease of refilling ammunition as well as granting paladins the same extra inventory slot that the other vocations have.
Paladins can now use a quiver which works like a container for ammunition and is equipped in their shield slot. Ranged attacks with bows and crossbows will now only use ammunition from these containers.
As a result of this change, all other vocations can no longer use bows and crossbows to shoot ammunition.
Paladins have long been the vocation that only had a very limited potential to adjust to sensitivities of enemies. Our goal was to allow paladins the same flexibility that knights currently have.
Ranged weapons can now be imbued with elemental imbuements. These imbuements do neither apply to ammunition which already deals any elemental damage nor to diamond arrows.
With knights getting a way to control and fight ranged monsters we felt the need to give paladins a similar, albeit weaker, way to interact with them in regards to their role in teamhunts.
We added a new spell Divine Dazzle (exana amp res) that chains up to 3 creatures prioritising ranged creatures. Creatures hit are turned into melee fighters for 8 seconds. An icon visualises that a creature is affected by this spell. This spell cannot be used when fighting lever bosses.
Based on your feedback and the prevalence of using additional characters only to create diamond arrows we decided to remove Conjure Diamond Arrows (exevo gran con hur) and Conjure Spectral Bolt (exevo gran con vis). Instead, diamond arrows and spectral bolts are now sold by NPCs and no longer have a duration. Diamond arrows cost 100 gold each, while spectral bolts cost 70 gold each.
Divine Dazzle replaces these spells as the new promotion spell.
Sharpshooter's distance skill bonus was often mentioned as too high and with other buffs that the vocation received we felt it natural to slightly nerf it.
The distance skill bonus of Sharpshooter (utito tempo san) has been reduced from 50% to 40%.
Switching spells through Zoltan was an archaic mechanic that served no real purpose after introducing secondary group cooldowns. With the following changes we wanted to increase the quality of life when using the affected spells and possibly increase the usage of some of the less used spells:
Impact of Intense Healing (exura gran) and the Intense Healing Rune was not in line with the other healing spells. Hence, we slightly increased the heal impact of Intense Healing (exura gran) and the Intense Healing Rune.