Vocation balance Aurera Global
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Aurera Global

Vocation balancing

New combat styles, spell adjustments and Wheel of Destiny changes for all five vocations.

5 vocations · 16 new spells

Update overview

Aurera Global’s Vocation Balancing update adjusts all five vocations, including spells, equipment, potions and the Wheel of Destiny.

The balancing strengthens each vocation's role, reduces repetitive actions and gives players more meaningful decisions during combat.

All vocations receive Stances. Sorcerers and Druids gain Mana Buffer, a defence that uses mana to absorb damage exceeding available health. Monks expand their party support.

New systems

Stances

Stances provide a combat posture with ongoing effects, reducing the need to repeatedly cast older maintenance spells. They remain active after logout, and playing without an active stance is also possible.

The general rule allows only one stance at a time. Sorcerers can combine an Elemental Stance with a Crippling Stance. Each stance's effects are described in its vocation's section.

Mana Buffer

For Sorcerers and Druids, damage exceeding available health is multiplied by 8 and deducted from mana. The system also consumes 25% of maximum mana; this additional cost can only occur once every 2 seconds.

Balance adjustment: multiplier ×8 → ×10. Additional consumption with this adjustment: -

General changes

Potions and resources

  • Great Mana Potion can now be used by all vocations.
  • Superior Mana Potion restores 240–360 mana, requires level 100 and costs 254 gps. Paladins, Monks, Sorcerers and Druids can use it.
  • Superior Mana Potion and Ultimate Mana Potion receive Distilled versions. They retain the corresponding version's effect, can be used by all vocations and cost 50% more.
  • Gift of Life adds recovery of 20% / 25% / 30% of maximum mana for Sorcerers and Druids, according to the table. Other vocations: -
  • Ultimate Healing Rune and Intense Healing Rune can no longer be used on other characters.

Combat, equipment and mitigation

  • Auto attacks can only trigger charms on the primary target.
  • Avalanche Rune, Great Fireball Rune, Thunderstorm Rune and Stone Shower Rune now have base power 50.
  • Explosion Rune expands its area from 5 to 9 sqm.
  • Energy Ring now consumes 2 mana per damage point.
  • Combat Modes are removed. All characters gain 20% attack value; defence value increases by 30% for shields and 60% for spellbooks.
  • Mitigation is adjusted, with the equipped weapon type having a greater influence. Dedication perks grant 0.075% mitigation multiplier per promotion point.
  • Gems now grant 20% / 22% / 24% / 30% mitigation multiplier. Monster mitigation also increases.
  • Wands and Rods now generate mana, have greater range and have fewer restrictions on Strike imbuements.

Party experience

  • Party with 2 different vocations: the XP bonus changes from 30% to 35%.
  • Party with 3 different vocations: the XP bonus changes from 60% to 70%.

Vocations and Wheel of Destiny

Knights gain offensive and defensive stances, stronger Magic Level and Shielding scaling for healing, and two spells that use shield defence to calculate damage.

Spells and mechanics

  • Blood Rage: +30% Sword / Axe / Club Fighting and +15% damage taken. The skill bonus drops to +25% with the balance adjustment. Fist Fighting and blocking: -
  • Protector: +30% Shielding, −15% damage taken and −15% damage dealt. Blood Rage and Protector become stances, and each removes the other. The table still classifies them as Support, Focus.
  • Healing scales better with Magic Level and Shielding, and the group cooldown for Knight healing becomes 2s.
  • Healing base power: Bruise Bane 15; Wound Cleansing 70; Fair Wound Cleansing 225; Intense Wound Cleansing 500.
  • Intense Wound Cleansing has its individual cooldown reduced from 10 to 2 minutes.
  • Weapon Proficiency healing perk bonuses are doubled.
  • Berserk mana: 115 → 125. Fierce Berserk mana: 340 → 360. Groundshaker mana: 160 → 200.
  • Shield Bash: level 18, 30 mana, base power 55 and 4s cooldown. Damage uses shield defence, and the target's next auto attack deals 50% less damage if it occurs within 10 seconds.
  • Shield Slam: level 30, 110 mana, base power 52 and 6s cooldown. Hits adjacent enemies, uses shield defence as the basis for damage and reduces each target's next auto attack by 50% within a 10-second window.
  • Chivalrous Challenge gains range 7 and one additional target.
  • Front Sweep: base power 72 → 80.

Wheel of Destiny

  • Front Sweep Augment I: +40% base power. Front Sweep Augment II: the area becomes 5 sqm.
  • Shield Slam Augment I: +15% life leech. Shield Slam Augment II: +25% damage reduction, for a total reduction of 75% in the spell's effect.
  • Shield Slam augments replace Chivalrous Challenge augments.
  • Groundshaker Augments I and II are swapped. Groundshaker and Shield Slam also swap positions in the Wheel.
  • Battle Healing is reworked: +10% healing spell effect, with this bonus tripled while a shield is equipped.
  • Combat Mastery is reworked: taking damage at lower health increases protection; attacking a target with lower health increases damage dealt. The defensive bonus doubles with a shield, and the offensive bonus doubles with a two-handed weapon.

Paladins can choose between a stance focused on Distance Fighting and one focused on holy damage, healing and dodge, while also gaining area attacks and arrows.

Spells and mechanics

  • Sharpshooter: a stance replacing the old spell, granting +40% Distance Fighting based on total skill, including equipment and other buffs. Balance adjustment: +40% → +32%.
  • Divine Defiance: converts 7.5% of Distance Fighting into Holy Magic Level and 7.5% into Healing Magic Level; grants +15% dodge against non-adjacent enemies. Balance adjustment: 7.5% → 6% for each Magic Level and 15% → 12% dodge.
  • Divine Barrage: holy damage, base power 140, 4s cooldown, 175 mana and level 70. Its area matches Diamond Arrows, and damage scales with Magic Level.
  • Ethereal Barrage: physical damage, base power 40, 4s cooldown, 135 mana and level 60. Its area matches Diamond Arrows, and damage scales with Distance Fighting.
  • Divine Barrage and Ethereal Barrage have three targeting modes: crosshair; cursor position; or beneath the selected target, using the character's own position when there is no target.
  • The new AoE arrows hit 13 sqm. Shatterstorm Arrow: physical damage, attack 27, level 50, 45 gps. Firestorm Arrow: fire; Terrastorm Arrow: earth; Froststorm Arrow: ice; Thunderstorm Arrow: energy. Each of these four elemental arrows has attack 21, level 125 and a price of 75 gps.
  • Arrow discrepancy: the overview assigns the above elements to the four arrows, but the table lists “None” under Elemental Damage.
  • Swift Foot allows attacking and casting spells while active, with −30% damage dealt. Its individual cooldown drops from 10s to 4s, and its secondary group cooldown drops from 10s to 2s. The table retains +80% speed for 10 seconds.
  • Divine Caldera: base power 140 → 160. Salvation: base healing 400 → 500.
  • Divine Dazzle now has range 7.
  • Divine Grenade receives the same three targeting modes described for the Barrages.

Wheel of Destiny

  • Divine Barrage Augment I: +10% base damage. Divine Barrage Augment II: +15% base damage. These augments replace Swift Foot augments.
  • Ethereal Barrage Augment I: +10% life leech. Ethereal Barrage Augment II: +10% critical hit chance. These augments replace Sharpshooter augments.
  • Divine Dazzle Augment I: +2 targets. Divine Dazzle Augment II: −8s cooldown.

Sorcerers can combine an Elemental Stance and a Crippling Stance. The vocation receives Mana Buffer, Death Echo and adjustments to elemental attacks, beams and wands.

Spells and mechanics

  • Master of Flames: +4% base power for fire spells. After a fire spell, the next spell of another element has its damage converted to fire.
  • Master of Thunder: +4% critical hit chance for energy spells. After an energy spell, the next spell of another element has its damage converted to energy.
  • Master of Decay: +30% critical extra damage for death spells. After a death spell, the next spell of another element has its damage converted to death.
  • Aura of Sapped Strength makes spells, runes and auto attacks apply Sap Strength: the target deals 10% less damage.
  • Aura of Exposed Weakness makes spells, runes and auto attacks apply Expose Weakness: attackers receive 8% elemental pierce against the target. The table describes this effect as an 8% increase in elemental damage taken.
  • Death Echo: level 120, 155 mana, base power 85, 6s cooldown and a 5 × 5 area. After 1 second, the same area receives another hit for 50% of the initial damage. It has three targeting modes. The table differs: 150 mana cost and a second hit in a larger area.
  • Great Death Beam becomes a regular spell, learned at level 66.
  • Lightning: base power 70 → 110; range 5 → 7; now chains to 2 additional targets.
  • Strong Energy Strike and Strong Flame Strike: base power 90 → 125; range 3 → 7 in the overview. The updated spells table still lists a range of up to 3 sqm for both, creating a discrepancy.
  • Ultimate Energy Strike and Ultimate Flame Strike: base power 150 → 210; range 3 → 7.
  • Mana Buffer becomes available to Sorcerers, as described in this page's system section.
  • Wands now generate mana instead of consuming it, gain range and lose various restrictions on Strike imbuements.

Wheel of Destiny

  • Special Spells Augment I: −4s cooldown. Special Spells Augment II: +50% base damage. They replace Magic Shield augments.
  • Death Echo Augment I: −2s cooldown. Death Echo Augment II: +8% base damage. They replace Sap Strength augments.
  • Beam Mastery is reworked: beams hit adjacent sqm for 40% / 60% / 80% of the initial damage, with damage gains and cooldown reduction based on targets hit by the central beam. Balance adjustment: adjacent damage reduced to 25% / 40% / 70%.
  • Beam Mastery also increases beam length and grants +6% base damage per additional stage. Each target hit reduces other spells' cooldowns by 1 second, up to 3 seconds, and adds 10% / 12% / 14% beam damage, capped at 30% / 36% / 42%.
  • Lord of Destruction replaces Drain Body and improves Elemental Stances: Master of Flames reaches +6% / +7% / +8% base power for fire spells; Master of Thunder reaches +6% / +7% / +8% critical hit chance for energy spells; Master of Decay reaches +45% / +52.5% / +60% critical extra damage for death spells.
  • Focus Mastery also reduces the group cooldown of focus spells by 2s.
  • Energy Wave Augments I and II are swapped. Energy Wave Augment II now grants +10% base damage.

Druids receive one stance for shared healing and another for ice and earth spells. Mana Buffer, new chained attacks and more consistent healing complete the changes.

Spells and mechanics

  • Shared Conservation makes Heal Friend and Nature's Embrace heal a second party member in the game window for 30% of the healing. The secondary target must differ from the original target. The stance also grants +10% self-healing.
  • Elemental Synthesis adds Ice Magic Level equivalent to 10% of Magic Level and Earth Magic Level equivalent to another 10% of Magic Level.
  • Heal Friend and Nature's Embrace now produce more consistent healing.
  • Nature's Embrace: healing base power 650 → 2000.
  • Forked Glacier: ice damage, base power 97, 6s cooldown, 180 mana, level 90. Hits the target and up to 6 additional nearby targets.
  • Forked Thorns: earth damage, base power 105, 6s cooldown, 180 mana, level 80. Hits the target and up to 5 additional nearby targets.
  • Strong Terra Strike and Strong Ice Strike: base power 90 → 115; range 3 → 7.
  • Ultimate Terra Strike and Ultimate Ice Strike: base power 150 → 195; range 3 → 7.
  • Strong Ice Wave has its area expanded and cooldown reduced to 4s.
  • Wrath of Nature: base damage 150 → 175, with more consistent damage.
  • Mana Buffer becomes available to Druids, as described in this page's system section.
  • Rods now generate mana instead of consuming it, gain range and lose various restrictions on Strike imbuements.

Wheel of Destiny

  • Forked Spells Augment I: −2s cooldown. Forked Spells Augment II: +1 target. Both affect Forked Glacier and Forked Thorns.
  • Heal Friend Augment I: +4% base heal. Heal Friend Augment II: +6% base heal.
  • Terra Wave Augment II: 10% life leech.
  • Strong Ice Wave Augment I: +6% base damage. Strong Ice Wave Augment II: expanded area.
  • Healing Link heals the Druid for 25% of the healing from Nature's Embrace or Heal Friend.
  • Blessing of the Grove enables critical heals for healing spells. Grants +5% / +7.5% / +10% healing on targets below 60% health; this effect doubles when the target is below 30% health. Critical heals use the character's critical hit chance and critical extra damage.

Monks expand their contribution to the party through Virtues and receive adjustments to damage, healing and target chaining.

Spells and mechanics

  • Virtues now benefit nearby party members according to vocation: Knights take −3% damage; Paladins deal +6% auto attack damage; Sorcerers deal +6% spell/rune damage; Druids gain +12% healing spell effect.
  • Mentor Other is removed. While serene, Monks receive the same Virtue bonuses, provided the corresponding vocation is present.
  • Thousand Fist Blows: a Builder spell that increases harmony and hits the target and surrounding area, with base power 62, 12s cooldown, 145 mana and level 120. It has three targeting modes: crosshair, cursor position or beneath the target, falling back to the character when there is no target.
  • The Way of the Monk Quest retains up to 100% increased auto attack damage and adds 2% damage reduction against melee auto attacks per shrine, reaching 20% reduction.
  • Mass Spirit Mend is no longer a spender spell and receives a new icon. Cooldown: -; base power: -. The caster receives a smaller heal, similar to Spirit Mend.
  • Mystic Repulse: base power 72 → 85; cooldown 20s → 12s.
  • Chained Penance and Spiritual Outburst gain +1 jump range and now prioritize the nearest target when jumping. The table lists a final distance of 4 for Chained Penance and 2 for Spiritual Outburst.
  • The Monk familiar now hits enemies with its spells more effectively.

Wheel of Destiny

  • Thousand Fist Blows Augment I: +40% critical extra damage. Thousand Fist Blows Augment II: −6s cooldown. They replace Sweeping Takedown augments.
  • Flurry of Blows Augment I now expands the area, replacing the previous 5% life leech bonus.
  • Guiding Presence shares 100% of the mantra's effect.
  • Sanctuary: +10% damage against adjacent enemies and +10% healing on adjacent allies.
  • Mystic Repulse Augment I: −6s cooldown.
  • Mass Spirit Mend Augment II: −4s cooldown.

Arrows

5 entries

The new arrows hit 13 sqm. The elements described in the overview differ from the table's elemental damage column.

↔ Scroll the table horizontally to see all columns.

Arrows
NameLevelAttackElemental damageAreaCostWeightDrop
Shatterstorm Arrow 50 27 None; the overview describes physical damage. 13 sqm 45 gps 0.80 None
Terrastorm Arrow 125 21 Discrepancy — table: None; overview: earth damage. 13 sqm 75 gps 0.80 None
Firestorm Arrow 125 21 Discrepancy — table: None; overview: fire damage. 13 sqm 75 gps 0.80 None
Froststorm Arrow 125 21 Discrepancy — table: None; overview: ice damage. 13 sqm 75 gps 0.80 None
Thunderstorm Arrow 125 21 Discrepancy — table: None; overview: energy damage. 13 sqm 75 gps 0.80 None

Potions

3 entries

Distilled versions retain the corresponding potion's effect, allow all vocations and cost 50% more.

↔ Scroll the table horizontally to see all columns.

Potions
NameLevelVocationsEffectCostStackableWeightDrop
Superior Mana Potion 100 Paladins, Monks, Sorcerers and Druids Restores 240–360 mana according to the overview; the table lists mana regeneration. 254 gps Yes 3.10 None
Distilled Superior Mana Potion - All vocations Regenerates mana. According to the overview, it has the same effect as the regular version: 240–360 mana. 50% above the regular version; price: -. Yes 3.10 None
Distilled Ultimate Mana Potion - All vocations Regenerates mana with the same effect as Ultimate Mana Potion; amount: -. 50% above the regular version; price: -. Yes 3.10 None

New spells

16 entries

Requirements, magic words, mana and effects for the 16 new spells. Conflicting values are identified in their respective rows.

↔ Scroll the table horizontally to see all columns.

New spells
NameLevelVocationsPremiumMagic wordsManaGroupCooldownEffect and details
Divine Barrage 70 Paladins Yes exori dir san 175 Attack 4s Holy damage to the target and its surrounding area, matching the area of Diamond Arrows. Base power 140; scales with Magic Level. Target using crosshair (use-with), cursor position or beneath the selected target; without a target, beneath the character.
Death Echo 120 Sorcerers Yes exevo mort ora Discrepancy — table: 150; overview: 155. Attack 6s (overview) Death damage. Discrepancy — table: an initial hit followed, after a short interval, by another in a larger area; overview: 5×5 area, base power 85 and a repeat hit in the same area after 1 second, for 50% of the initial damage. The overview lists 3 targeting modes.
Ethereal Barrage 60 Paladins Yes exori dir moe 135 Attack 4s Physical damage to the target and its surrounding area, matching the area of Diamond Arrows. Base power 40; scales with Distance Fighting. Target using crosshair (use-with), cursor position or beneath the selected target; without a target, beneath the character.
Forked Glacier 90 Druids Yes exevo fur frigo 180 Attack 6s Ice damage to the primary target and up to 6 other nearby targets. Base power 97.
Shield Bash 18 Knights Yes exori ico scu 30 Attack 4s Physical damage calculated using the equipped shield's defence; base power 55. Reduces the target's next auto attack by 50%, provided it occurs within 10 seconds.
Forked Thorns 80 Druids Yes exevo fur tera 180 Attack 6s Earth damage to the primary target and up to 5 other nearby targets. Base power 105.
Shield Slam 30 Knights Yes exori scu 110 Attack 6s Physical damage to all adjacent enemies, calculated using the equipped shield's defence; base power 52. Reduces each target's next auto attack by 50%, provided it occurs within 10 seconds.
Thousand Fist Blows 120 Monks Yes exori mas amp pug 145 Attack 12s Builder that increases Harmony and hits the target and surrounding area; base power 62. Target using crosshair (use-with), cursor position or beneath the selected target; without a target, beneath the character.
Aura of Exposed Weakness 175 Sorcerers Yes exori moe tempo 1500 Stance - Auto attacks, spells and runes apply Expose Weakness to enemies hit. The table describes vulnerability with +8% elemental damage taken; the overview describes 8% elemental pierce for attackers against the target.
Aura of Sapped Strength 175 Sorcerers Yes exori kor tempo 1500 Stance - Auto attacks, spells and runes apply Sap Strength to enemies hit, causing them to deal 10% less damage.
Elemental Synthesis 20 Druids Yes utito dru 400 Stance - Grants additional Ice Magic Level and Earth Magic Level, each equivalent to 10% of the character's Magic Level.
Divine Defiance 20 Paladins Yes utori hur 250 Stance - Defensive stance. Discrepancy — table: 6% of Distance Fighting as Holy Magic Level and Healing Magic Level, with 12% dodge against non-adjacent enemies; overview: 7.5% for each Magic Level and 15% dodge. Reduction from 7.5% to 6% and from 15% to 12%: the overview retains the previous values and the table corresponds to the later adjustment.
Master of Decay 20 Sorcerers Yes uteta mort 400 Stance - Death elemental stance: +30% critical extra damage for death spells. After a death spell, converts the next spell's damage from another element to death.
Master of Flames 20 Sorcerers Yes uteta flam 400 Stance - Fire elemental stance: +4% base power for fire spells. After a fire spell, converts the next spell's damage from another element to fire.
Master of Thunder 20 Sorcerers Yes uteta vis 400 Stance - Energy elemental stance: +4% critical hit chance for energy spells. After an energy spell, converts the next spell's damage from another element to energy.
Shared Conservation 20 Druids Yes utura sio 400 Stance - Heal Friend and Nature's Embrace also heal another party member in the game window for 30% of the original amount; this member must differ from the primary target. Self-healing increases by 10%.

Updated spells

34 entries

Spells and Wheel of Destiny abilities affected by the balancing.

↔ Scroll the table horizontally to see all columns.

Updated spells
NameLevelVocationsPremiumMagic wordsManaGroupCooldownEffect and details
Beam Mastery 300 Sorcerers Yes None 0 Support - Lengthens beams and adds 6% base damage per additional stage. According to the table, each target hit reduces all other spells' cooldowns by 1s, up to 3s, and adds +10% / +12% / +14% beam damage, up to +30% / +36% / +42%; the overview specifies targets in the central beam. Discrepancy — damage to adjacent sqm: table 25% / 40% / 70% of initial damage; overview 40% / 60% / 80%. With this reduction, the overview retains the previous values and the table corresponds to the later adjustment.
Berserk 35 Knights Yes exori 125 (previously: 115) Attack - Physical damage to opponents within the 9 sqm area, including the Knight's square. With an enchanted weapon, part of the damage becomes magical.
Blessing of the Grove 300 Druids Yes None 0 Support - Healing spells can produce critical heals using the character's critical hit chance and critical extra damage. Additional healing of 5% / 7.5% / 10% on targets below 60% hit points; below 30%, this bonus doubles.
Blood Rage 20 Knights Yes utito tempo 20 Table: Support, Focus; overview: Stance. - Discrepancy — table: +25% melee skill (Fist, Axe, Club and Sword Fighting), loss of creature blocking while retaining armour damage reduction, +15% damage taken and removal of Protector; overview: a stance replacing the old spell, +30% Sword/Axe/Club Fighting and +15% damage taken. Bonus reduction from 30% to 25%: the overview retains the previous percentage and the table corresponds to the later adjustment.
Chained Penance 70 Monks Yes exori med pug 180 Attack - Chained damage to up to 6 creatures without Wheel of Destiny perks. Jump distance 4, prioritizing the nearest targets; the overview states an increase of 1 in jump distance. Generates Harmony.
Chivalrous Challenge 150 Knights Yes exeta amp res 80 Support - Range 7; now hits one additional target. The table lists up to 4 ranged creatures: they switch to melee combat for 12s and target the user for 6s. An icon indicates the effect. Cannot be used against lever bosses.
Divine Caldera 50 Paladins Yes exevo mas san 160 Attack - Holy damage within the 37 sqm area, including the character's square. Base power: 140 → 160.
Divine Dazzle 250 Paladins Yes exana amp res 80 Support - Range 7. Affects up to 3 creatures, prioritizing ranged attackers, which switch to melee combat for 8s. An icon indicates the effect. Cannot be used against lever bosses.
Divine Grenade 1 Paladins Yes exevo tempo mas san 160 Attack - Places a marker that explodes in 3 seconds, dealing holy damage. Target using crosshair (use-with), cursor position or beneath the selected target; without a target, beneath the character.
Fair Wound Cleansing 300 Knights Yes exura med ico 135 Healing Group: 2s Self-healing stronger than Wound Cleansing and weaker than Intense Wound Cleansing. Base power 225; Knight healing now scales better with Magic Level and Shielding.
Fierce Berserk 90 Knights Yes exori gran 360 (previously: 340) Attack - Physical damage to opponents within the 9 sqm area, including the Knight's square. With an enchanted weapon, part of the damage becomes magical.
Gift of Life 300 Druids, Knights, Monks, Paladins and Sorcerers Yes None 0 Support - When taking a fatal hit, except Agony, if excess damage is below 20% / 25% / 30% of maximum HP, restores 20% / 25% / 30% of maximum HP before applying damage. On activation, reduces all spell cooldowns by 60s. Coverage discrepancy — table: Sorcerers and Druids also recover 20% / 25% / 30% of maximum mana; overview: announces mana recovery without restricting vocation.
Great Death Beam 66 Sorcerers Yes exevo max mort 140 Attack - Beam of death damage. Becomes a regular spell, learned at level 66.
Groundshaker 33 Knights Yes exori mas 200 (previously: 160) Attack - Physical damage within the 37 sqm area, including the character's square. With an enchanted weapon, part of the damage becomes magical.
Intense Wound Cleansing 80 Knights Yes exura gran ico 300 Healing Individual: 10 → 2 minutes; group: 2s. Stronger self-healing than Wound Cleansing. Base power 500; Knight healing now scales better with Magic Level and Shielding.
Lightning 55 Sorcerers Yes exori amp vis 60 Attack - Energy damage to the target. Base power: 70 → 110; range: 5 → 7. Now chains to 2 additional targets.
Lord of Destruction 300 Sorcerers Yes None 0 Support - Replaces Drain Body. Increases Elemental Stance bonuses to these totals: Master of Flames +6% / +7% / +8% base power; Master of Thunder +6% / +7% / +8% critical hit chance; Master of Decay +45% / +52.5% / +60% critical extra damage, for their respective elements.
Mass Spirit Mend 150 Monks Yes exura mas nia 400 Healing - Heals the user, allies and summoned creatures within 4 sqm, with an amount based on level and Magic Level. The user receives a smaller heal, comparable to Spirit Mend. No longer a spender; base power and icon have also been adjusted. Base power: -.
Mystic Repulse 30 Monks Yes exori amp pug 150 Attack 20s → 12s Strong attack against a single target within 7 sqm; increases Harmony. Base power: 72 → 85.
Nature's Embrace 275 Druids Yes exura gran sio 400 Healing - Powerful healing on the target player; cannot be used on the caster. Healing base power: 650 → 2000. Healing becomes less variable.
Protector 20 Knights Yes utamo tempo 20 Table: Support, Focus; overview: Stance. - +30% Shielding, -15% damage taken and -15% damage dealt; removes Blood Rage. The overview describes conversion into a stance, replacing the old spell, while the table still uses the Support, Focus group.
Salvation 60 Paladins Yes exura gran san 210 Healing - Powerful health recovery; base healing: 400 → 500.
Sharpshooter 20 Paladins Yes utori con 250 Stance - Offensive stance replacing the old spell. Discrepancy — table: +32% Distance Fighting; overview: +40%, applied to total skill with equipment and other buffs. Reduction from 40% to 32%: the overview retains the previous percentage and the table corresponds to the later adjustment.
Spiritual Outburst 1 Monks Yes exori gran mas nia 425 Attack - Consumes all Harmony and chains damage to up to 8 enemies. The first hit is immediate and stronger; the second occurs after 1 second, with reduced damage. Jump distance 2, prioritizing the nearest creatures; the overview states an increase of 1 in jump distance.
Strong Energy Strike 80 Sorcerers Yes exori gran vis 60 Attack, Special - Concentrated energy damage on the square ahead or the selected target. Base power: 90 → 125. Discrepancy — table: target within 3 sqm; overview: range increased from 3 to 7.
Strong Flame Strike 70 Sorcerers Yes exori gran flam 60 Attack, Special - Concentrated fire damage on the square ahead or the selected target. Base power: 90 → 125. Discrepancy — table: target within 3 sqm; overview: range increased from 3 to 7.
Strong Ice Strike 80 Druids Yes exori gran frigo 60 Attack, Special - Ice damage on the square ahead or the selected target within 7 sqm. Base power: 90 → 115; previous range: 3.
Strong Ice Wave 40 Druids Yes exevo gran frigo hur 170 Attack 4s Ice wave stronger than Ice Wave. Its area has been expanded.
Strong Terra Strike 70 Druids Yes exori gran tera 60 Attack, Special - Concentrated earth damage on the square ahead or the selected target within 7 sqm. Base power: 90 → 115; previous range: 3.
Swift Foot 55 Paladins Yes utamo tempo san 400 Support, Focus Individual: 10s → 4s; secondary group: 10s → 2s. Speed +80% for 10 seconds. Allows attacking and casting spells while active, with a 30% reduction in all damage dealt.
Ultimate Ice Strike 100 Druids Yes exori max frigo 100 Attack, Ultimate Strikes - Stronger version of Ice Strike. Base power: 150 → 195; range: 3 → 7.
Ultimate Terra Strike 90 Druids Yes exori max tera 100 Attack, Ultimate Strikes - Stronger version of Terra Strike. Base power: 150 → 195; range: 3 → 7.
Wound Cleansing 8 Knights No exura ico 60 Healing Group: 2s The table lists average healing 60–150% above Exura. Base power 70; Knight healing now scales better with Magic Level and Shielding.
Wrath of Nature 55 Druids Yes exevo gran mas tera 700 Attack, Focus - Earth damage within the 101 sqm area, including the character's square. Base damage: 150 → 175; more consistent damage.
Notes on values Differences and later adjustments

See the balancing values and adjustments in the comparison below.

↔ Scroll to compare both descriptions.

Balancing value comparison
Spell, item or systemOverview / summaryTable / other identified passage
Death Echo155 mana; 5 × 5 area; second hit in the same area after 1 second, for 50% of the initial damage.150 mana; second hit in a larger area after a short interval.

-

Divine Defiance7.5% of Distance Fighting as Holy Magic Level and 7.5% as Healing Magic Level; +15% dodge against non-adjacent enemies.6% of Distance Fighting as Holy Magic Level and Healing Magic Level; 12% dodge against non-adjacent enemies.

Adjustments from 7.5% to 6% and from 15% to 12%. The overview retains the previous values, while the table contains the values from the later adjustment.

Blood RageStance with +30% Sword / Axe / Club Fighting and +15% damage taken; replaces the old spell.+25% melee skill, including Fist / Axe / Club / Sword Fighting; creature blocking reduced to zero, with armour still reducing damage; +15% damage taken and removal of Protector. Classified as Support, Focus.

Balance adjustment: skill bonus from 30% to 25%. Fist Fighting, blocking and group classification: -

Sharpshooter+40% Distance Fighting based on total skill, including equipment and other buffs.+32% Distance Fighting in the stance description.

Reduction from 40% to 32%. The difference reflects timing: the overview shows the previous value and the table reflects the later adjustment.

Beam MasteryDamage to adjacent sqm: 40% / 60% / 80% of the initial damage.Damage to adjacent sqm: 25% / 40% / 70% of the initial damage.

Reduction from 40% / 60% / 80% to 25% / 40% / 70%. The overview and table correspond to different stages of the balancing.

Elemental arrowsFirestorm Arrow deals fire damage; Terrastorm Arrow, earth; Froststorm Arrow, ice; Thunderstorm Arrow, energy.Elemental Damage: None for all four arrows.

-

Strong Energy Strike and Strong Flame StrikeThe range of both spells increases from 3 to 7 sqm.Both descriptions still indicate targets up to 3 sqm away.

-

Gift of Life — mana coverageRecovery of 20% / 25% / 30% of maximum mana. Vocations: -Mana recovery for Sorcerers and Druids. Other vocations: -

-

Blood Rage and Protector — classificationBoth abilities are presented as stances replacing the previous spells.Group for both: Support, Focus.

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Aura of Exposed Weakness — effect descriptionAttackers receive 8% elemental pierce against the target affected by Expose Weakness.8% increase in elemental damage taken by the target.

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Mana BufferThe update page states excess damage ×8, plus 25% of maximum mana; additional consumption can only occur once every 2 seconds.Mana Buffer: excess ×10. Additional consumption: -

Balance adjustment: multiplier ×8 → ×10 for Sorcerers and Druids. Additional consumption with this adjustment: -