Class Abilities: Difference between revisions
wiki-sync promote (edit -Live): stage reconcile 2026-08-16 (build 4a1ce8b75) |
Promote: master reconcile 2026-08-19 |
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The '''Class Abilities''' system is DreamWeave's custom character-power system: eight classes, three tiers each, bought with '''Class Ability Points (CAP)''' at a [[Class Trainers|class trainer]]. There are no class locks - your "class" is simply where you have spent your points, and anyone can splash into any class's Tier 1. Every ability below is implemented and switched on, and the numbers are current values that may be tuned during balancing. | The '''Class Abilities''' system is DreamWeave's custom character-power system: eight classes, three tiers each, bought with '''Class Ability Points (CAP)''' at a [[Class Trainers|class trainer]]. There are no class locks - your "class" is simply where you have spent your points, and anyone can splash into any class's Tier 1. Every ability below is implemented and switched on, and the numbers are current values that may be tuned during balancing. | ||
'''Latest changes:''' the '''[[# | '''Latest changes:''' every ability's point cost was repriced - a maxed class now runs 36 to 57 points end to end - and the '''[[#Berserker|Berserker]]''' and '''[[#Rogue|Rogue]]''' kits were reworked: Blood Fury retired for '''Break Armor''' (owned ranks refund automatically), the Rogue gains '''Surefooted''' and '''Pocket Sand''', and Acid Proc now buys damage with rank instead of chance. See [[Patch 2026-08-19]] for the full list. | ||
== How it works == | == How it works == | ||
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* '''Training bundles pay for themselves.''' Each one houses the legacy skills that power its class's combat abilities (Alchemy → Poison Weapon, Fletching → Deadeye, Deception → Parry, Recklessness → Frenzy, Arcane Lore → Overchannel, Leadership → Empowered Summons, Healing → Transfusion, and so on), so the "utility" buy is quietly a damage buy too. As of the latest re-cut '''no skill sits in two bundles''', so there is exactly one class to buy for any given affinity. | * '''Training bundles pay for themselves.''' Each one houses the legacy skills that power its class's combat abilities (Alchemy → Poison Weapon, Fletching → Deadeye, Deception → Parry, Recklessness → Frenzy, Arcane Lore → Overchannel, Leadership → Empowered Summons, Healing → Transfusion, and so on), so the "utility" buy is quietly a damage buy too. As of the latest re-cut '''no skill sits in two bundles''', so there is exactly one class to buy for any given affinity. | ||
* '''Some abilities chain.''' Rogue's Riposte needs Parry; Acid Proc needs Poison Weapon; Vanguard's Shield Check needs Parry ''and'' Thorns. Deep synergy builds reward buying across a class rather than cherry-picking. | * '''Some abilities chain.''' Rogue's Riposte needs Parry; Acid Proc needs Poison Weapon; Vanguard's Shield Check needs Parry ''and'' Thorns. Deep synergy builds reward buying across a class rather than cherry-picking. | ||
* '''Avoidance is pooled.''' Parry (Rogue) | * '''Avoidance is pooled.''' Parry (Rogue), Shield Block (Vanguard) and Surefooted's stacked bonus all share one roll capped at 50% - they complement each other rather than multiply. | ||
* '''Splashing is cheap, going deep is committed.''' Any character can grab another class's Tier-1 signature. Tier 2 and Tier 3 want real investment (5 then 15 CAP spent in that class) - which is why the two weapon-agnostic multipliers, Rogue's '''Attack Speed''' and Archmage's '''Flat Cast Speed''', sit behind deep unlocks instead of being universal splash picks. | * '''Splashing is cheap, going deep is committed.''' Any character can grab another class's Tier-1 signature. Tier 2 and Tier 3 want real investment (5 then 15 CAP spent in that class) - which is why the two weapon-agnostic multipliers, Rogue's '''Attack Speed''' and Archmage's '''Flat Cast Speed''', sit behind deep unlocks instead of being universal splash picks. | ||
* '''Spellsword procs cost no mana.''' They are cast on the strike, not from your mana bar, so a Spellsword pays for its magic in weapon hits rather than in resources. The flip side is that they only fire off a '''light weapon''' - Sundermark and Dispelling Edge are the two entries in that class any weapon can use. | * '''Spellsword procs cost no mana.''' They are cast on the strike, not from your mana bar, so a Spellsword pays for its magic in weapon hits rather than in resources. The flip side is that they only fire off a '''light weapon''' - Sundermark and Dispelling Edge are the two entries in that class any weapon can use. | ||
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! colspan="4" style="text-align:left;" | Tier 2 - unlock 3 CAP, 5 spent | ! colspan="4" style="text-align:left;" | Tier 2 - unlock 3 CAP, 5 spent | ||
|- | |- | ||
| '''★ Deadeye''' || 3 || | | '''★ Deadeye''' || 3 || 2 / 2 / 2 || +8% missile damage per rank (+24% at rank 3). Higher '''Fletching''' increases the bonus: +1% per 25 Fletching (per 18 if Specialized). Applies to every arrow in a Multishot volley. | ||
|- | |- | ||
| Eagle Eye || 3 || | | Eagle Eye || 3 || 1 / 1 / 1 || +4/8/12% missile accuracy - a bonus to your effective missile skill on the to-hit roll. | ||
|- | |- | ||
| Heavy Draw || 3 || | | Heavy Draw || 3 || 1 / 1 / 1 || +6% missile damage per rank, but each shot costs extra stamina; with too little stamina the shot lands normally with no bonus. A higher '''Run''' skill makes the shot cheaper rather than stronger: it cuts the extra stamina cost by 1% per 25 Run (per 18 if Specialized), to a maximum saving of half. | ||
|- | |- | ||
! colspan="4" style="text-align:left;" | Tier 3 - unlock 8 CAP, 15 spent | ! colspan="4" style="text-align:left;" | Tier 3 - unlock 8 CAP, 15 spent | ||
|- | |- | ||
| '''★ Double Volley''' || 3 || | | '''★ Double Volley''' || 3 || 2 / 2 / 2 || 6/12/18% chance a volley immediately fires a full second volley at the same targets - no ammo, no stamina. | ||
|- | |- | ||
| Long Draw || 3 || | | Long Draw || 3 || 1 / 1 / 1 || Missile damage grows with range: no bonus up close, up to +10% per rank at long range. | ||
|- | |- | ||
| Crit Rating || 3 || 2 / 3 | | Crit Rating || 3 || 1 / 2 / 3 || +3/+6/+10% critical hit chance. | ||
|} | |} | ||
</div> | </div> | ||
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! colspan="4" style="text-align:left;" | Tier 2 - unlock 3 CAP, 5 spent | ! colspan="4" style="text-align:left;" | Tier 2 - unlock 3 CAP, 5 spent | ||
|- | |- | ||
| '''★ Parry''' || 3 || | | '''★ Parry''' || 3 || 1 / 2 / 3 || 5% chance per rank to fully negate an incoming melee hit. Higher '''Deception''' increases it: +1% chance per 50 Deception (per 37 if Specialized). Pooled with Shield Block into one avoidance roll (50% combined cap). | ||
|- | |- | ||
| Riposte || 3 || | | Riposte || 3 || 1 / 1 / 1 || When you Parry, counter with a free weapon strike at 40/70/100% damage by rank - a real hit, so Poison Weapon and Acid Proc apply. Requires Parry. | ||
|- | |- | ||
| Crit Damage Rating || 3 || 2 / 3 | | Surefooted || 3 || 2 / 2 / 2 || Each melee attack you evade grants a stack, up to 5; each held stack adds +1/2/3% Parry chance by rank (+5/10/15% at a full pool). The pool lapses after 10 seconds without an evade - and is wiped instantly by any melee hit that actually lands on you, from any source. Counts inside the shared avoidance pool with Parry and Shield Block (50% cap). | ||
|- | |||
| Crit Damage Rating || 3 || 1 / 2 / 3 || +3/+6/+10% critical hit damage. | |||
|- | |- | ||
! colspan="4" style="text-align:left;" | Tier 3 - unlock 8 CAP, 15 spent | ! colspan="4" style="text-align:left;" | Tier 3 - unlock 8 CAP, 15 spent | ||
|- | |- | ||
| '''★ Attack Speed''' || 3 || | | '''★ Attack Speed''' || 3 || 3 / 3 / 3 || +5% attack speed per rank (+15% at rank 3), on any weapon. Higher '''Lockpick''' increases it: +1% per 50 Lockpick (per 37 if Specialized). Stacks with Frenzy up to the attack-speed ceiling. | ||
|- | |||
| Acid Proc || 3 || 1 / 2 / 3 || A flat 25% chance on every weapon hit, at every rank, to apply an acid damage-over-time based on your Poison Weapon damage (three bites over 12 seconds). Rank buys '''damage''' instead: +25/50/75% to the poison damage of both the acid and Poison Weapon's own per-hit bonus. Higher '''Item Tinkering''' raises that damage bonus further - +1% per 25 Item Tinkering (per 18 if Specialized), to a +20 point cap of its own. Requires Poison Weapon. Item Tinkering is raised by '''[[#Spellsword|Spellsword]] Training'''. | |||
|- | |- | ||
| | | Pocket Sand || 3 || 1 / 2 / 3 || When you avoid an attack - an evade, a Parry or Shield Block, or a spell you resist - you have a 10/20/30% chance by rank to fling sand in the attacker's face: all of their attack skills drop by 30 for 20 seconds. A fresh face-full refreshes the timer, and it stacks with Dirty Fighting's Blinding Assault. Higher '''Deception''' increases the chance: +1% per 50 Deception (per 37 if Specialized). | ||
|} | |} | ||
</div> | </div> | ||
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| '''★ Taunt''' || 1 || 3 || When one of your equipped Aetheria surges, the surge also taunts all nearby monsters into attacking you for a short time. A higher '''Loyalty''' skill holds them longer: +1 second per 25 Loyalty (per 18 if Specialized), up to 10 extra seconds. Loyalty is trained by '''Void Training''', so this is one of the abilities worth splashing another class for. | | '''★ Taunt''' || 1 || 3 || When one of your equipped Aetheria surges, the surge also taunts all nearby monsters into attacking you for a short time. A higher '''Loyalty''' skill holds them longer: +1 second per 25 Loyalty (per 18 if Specialized), up to 10 extra seconds. Loyalty is trained by '''Void Training''', so this is one of the abilities worth splashing another class for. | ||
|- | |- | ||
| Shield Block || 3 || | | Shield Block || 3 || 1 / 2 / 3 || With a shield equipped, 8/14/20% of incoming hits are reduced to 0. Higher '''Armor Tinkering''' increases it: +1% per 50 Armor Tinkering (per 37 if Specialized). Pooled with Parry (50% cap); blocked hits still trigger Thorns. | ||
|- | |- | ||
| Shield Check || 3 || 2 / 2 / 2 || With a shield equipped, attacks you Parry also trigger Thorns at 40/70/100% strength by rank. Requires Parry and Thorns. | | Shield Check || 3 || 2 / 2 / 2 || With a shield equipped, attacks you Parry also trigger Thorns at 40/70/100% strength by rank. Requires Parry and Thorns. | ||
|- | |- | ||
| Damage Resist Rating || 3 || 2 / 3 | | Damage Resist Rating || 3 || 1 / 2 / 3 || +3/+6/+10% less damage taken. | ||
|- | |- | ||
! colspan="4" style="text-align:left;" | Tier 3 - unlock 8 CAP, 15 spent | ! colspan="4" style="text-align:left;" | Tier 3 - unlock 8 CAP, 15 spent | ||
|- | |- | ||
| '''★ Battle Hardened''' || 1 || | | '''★ Battle Hardened''' || 1 || 3 || Passively reduces all incoming damage from monsters by 0.05% per point of Strength (hidden, capped). Scales with Strength buffs and Enhanced Strength. PvE only. | ||
|- | |- | ||
| Enhanced Max Health || 3 || 1 / 1 / 1 || +10/+25/+50 base maximum Health. | | Enhanced Max Health || 3 || 1 / 1 / 1 || +10/+25/+50 base maximum Health. | ||
|- | |- | ||
| Crit Resist Rating || 3 || | | Crit Resist Rating || 3 || 1 / 1 / 1 || +3/+6/+10% lower chance of being critically hit. | ||
|} | |} | ||
</div> | </div> | ||
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| Enhanced Two Handed Combat || 3 || 1 / 1 / 1 || +10/+25/+50 base Two Handed Combat. | | Enhanced Two Handed Combat || 3 || 1 / 1 / 1 || +10/+25/+50 base Two Handed Combat. | ||
|- | |- | ||
| Berserker Training || 3 || 1 / 1 / 1 || +10/+25/+50 base Dual Wield, Recklessness, Weapon Tinkering, and Salvaging. (Feeds Frenzy, Savage Blows, and Bloodlust.) | | Berserker Training || 3 || 1 / 1 / 1 || +10/+25/+50 base Dual Wield, Recklessness, Weapon Tinkering, and Salvaging. (Feeds Frenzy, Savage Blows, Break Armor, and Bloodlust.) | ||
|- | |- | ||
! colspan="4" style="text-align:left;" | Tier 2 - unlock 3 CAP, 5 spent | ! colspan="4" style="text-align:left;" | Tier 2 - unlock 3 CAP, 5 spent | ||
|- | |- | ||
| '''★ Savage Blows''' || 3 || | | '''★ Savage Blows''' || 3 || 1 / 1 / 1 || +6% melee damage per rank, but each swing costs extra stamina. Higher '''Weapon Tinkering''' increases it: +1% per 25 Weapon Tinkering (per 18 if Specialized); with too little stamina the swing lands normally. | ||
|- | |- | ||
| | | Break Armor || 3 || 2 / 2 / 2 || Your melee hits have a flat 15% chance to '''break the target's armor''': an Imperil at level III / V / VII by rank, which cannot be resisted. It writes the same enchantment slot a cast Imperil would, so the Blood Mage's Malediction amplifies it. Higher '''Weapon Tinkering''' increases the chance: +1% per 50 Weapon Tinkering (per 37 if Specialized). (Replaces Blood Fury, whose points were refunded automatically.) | ||
|- | |- | ||
| Executioner || 3 || | | Executioner || 3 || 1 / 1 / 1 || +4% melee damage per rank against targets below 25% health. Higher '''Dirty Fighting''' increases it: +1% per 25 Dirty Fighting (per 18 if Specialized). Dirty Fighting is now raised by '''[[#Spellsword|Spellsword]] Training'''. | ||
|- | |- | ||
| Enhanced Max Stamina || 3 || 1 / 1 / 1 || +10/+25/+50 base maximum Stamina. | | Enhanced Max Stamina || 3 || 1 / 1 / 1 || +10/+25/+50 base maximum Stamina. | ||
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! colspan="4" style="text-align:left;" | Tier 3 - unlock 8 CAP, 15 spent | ! colspan="4" style="text-align:left;" | Tier 3 - unlock 8 CAP, 15 spent | ||
|- | |- | ||
| '''★ Whirlwind''' || 1 || | | '''★ Whirlwind''' || 1 || 3 || Your two-handed or dual-wield swings hit a full 360° arc and strike one extra target - even a weapon with no innate cleave. Each swing costs +100% stamina, falling back to a normal swing if you're short. | ||
|- | |- | ||
| Bloodlust || 3 || | | Bloodlust || 3 || 1 / 2 / 3 || Your melee hits heal you for 1% of damage dealt per rank. Higher '''Salvaging''' increases the lifesteal: +1 percentage point per 150 Salvaging, whether Salvaging is Trained or Specialized. | ||
|- | |- | ||
| Damage Rating || 3 || 2 / 3 | | Damage Rating || 3 || 1 / 2 / 3 || +3/+6/+10% to all damage dealt. | ||
|} | |} | ||
</div> | </div> | ||
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! colspan="4" style="text-align:left;" | Tier 2 - unlock 3 CAP, 5 spent | ! colspan="4" style="text-align:left;" | Tier 2 - unlock 3 CAP, 5 spent | ||
|- | |- | ||
| '''★ Overchannel''' || 3 || | | '''★ Overchannel''' || 3 || 1 / 1 / 1 || +8% to all war-magic damage per rank (+24% at rank 3). Higher '''Arcane Lore''' increases it: +1% per 25 Arcane Lore (per 18 if Specialized). Boosted casts cost +100% mana (stacking with Spell AOE to +200% on an Arc cast). | ||
|- | |- | ||
| Flat Cast Speed || 3 || | | Flat Cast Speed || 3 || 1 / 1 / 1 || +5% war-magic cast speed per rank (+15% at rank 3), always on - no ramp-up. | ||
|- | |- | ||
| Mana Barrier || 3 || | | Mana Barrier || 3 || 1 / 2 / 3 || 10/17.5/25% of the damage you take is paid out of your Mana instead of your Health, to a 60% maximum. Higher '''Magic Defense''' increases the share: +1% per 25 Magic Defense (per 18 if Specialized). If your Mana cannot cover the full share it pays what it can, and once Mana is empty the barrier stops. It resolves before you die, so it can save you from a killing blow, but it does not apply to damage-over-time ticks. Magic Defense is now an Archmage buy in its own right, at this same tier. | ||
|- | |- | ||
| Enhanced Magic Defense || 3 || 1 / 1 / 1 || +10/+25/+50 base Magic Defense. (Feeds Mana Barrier.) | | Enhanced Magic Defense || 3 || 1 / 1 / 1 || +10/+25/+50 base Magic Defense. (Feeds Mana Barrier.) | ||
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! colspan="4" style="text-align:left;" | Tier 3 - unlock 8 CAP, 15 spent | ! colspan="4" style="text-align:left;" | Tier 3 - unlock 8 CAP, 15 spent | ||
|- | |- | ||
| '''★ Echo Cast''' || 3 || | | '''★ Echo Cast''' || 3 || 3 / 3 / 3 || 6/12/18% chance a landed war spell instantly re-casts itself at the same target - no mana, no wind-up. Higher '''Magic Item Tinkering''' increases the chance: +1% per 50 Magic Item Tinkering (per 37 if Specialized). | ||
|- | |- | ||
| Elemental Rend || 3 || | | Elemental Rend || 3 || 1 / 2 / 3 || 8/14/20% chance a war spell inflicts the matching element's Vulnerability at the spell's level, up to the Incantation - a level-8 bolt now applies a level-8 Vulnerability, where it used to stop at VI. Higher '''Life Magic''' increases the chance: +1% per 25 Life Magic (per 18 if Specialized). Life Magic is now raised by the [[#Blood_Mage|Blood Mage]]'s '''Enhanced Life Magic''', so this is one of the abilities worth splashing another class for. | ||
|} | |} | ||
</div> | </div> | ||
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! colspan="4" style="text-align:left;" | Tier 2 - unlock 3 CAP, 5 spent | ! colspan="4" style="text-align:left;" | Tier 2 - unlock 3 CAP, 5 spent | ||
|- | |- | ||
| '''★ Nether Bloom''' || 3 || | | '''★ Nether Bloom''' || 3 || 1 / 1 / 1 || When you land the killing blow on an enemy carrying one of your void damage-over-time spells, that spell spreads to the 1/2/3 nearest other enemies by rank, keeping whatever duration it had left. A spell that arrived by spreading cannot spread again, so a bloom never chains beyond one hop. | ||
|- | |- | ||
| Empowered Summons || 3 || | | Empowered Summons || 3 || 1 / 1 / 1 || Your combat pets get more health, damage, and defenses per rank. Higher '''Leadership''' increases the bonus: +1% pet stats per 20 Leadership (per 15 if Specialized). Read when the pet is summoned, so a pet keeps the stats it was called with. | ||
|- | |- | ||
| Soul Tether || 3 || | | Soul Tether || 3 || 1 / 1 / 1 || Your combat pets take 10/17.5/25% less damage, to a 50% maximum, from every source - melee, missile, spell, and damage-over-time. When a combat pet dies its summoning device can be used again immediately. Higher '''Loyalty''' increases the reduction: +1% per 25 Loyalty (per 18 if Specialized). Unlike Empowered Summons this is read continuously, so a new rank helps the pet you already have out. | ||
|- | |- | ||
| Enhanced Summoning || 3 || 1 / 1 / 1 || +10/+25/+50 base Summoning. | | Enhanced Summoning || 3 || 1 / 1 / 1 || +10/+25/+50 base Summoning. | ||
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! colspan="4" style="text-align:left;" | Tier 3 - unlock 8 CAP, 15 spent | ! colspan="4" style="text-align:left;" | Tier 3 - unlock 8 CAP, 15 spent | ||
|- | |- | ||
| '''★ Summon 2x''' || 1 || | | '''★ Summon 2x''' || 1 || 3 || You may have a second combat pet active at the same time. | ||
|- | |- | ||
| Void Damage || 3 || | | Void Damage || 3 || 1 / 1 / 1 || +8% void-magic damage per rank (+24% at rank 3). | ||
|- | |- | ||
| Withering || 3 || | | Withering || 3 || 1 / 1 / 1 || +8% void damage-over-time tick damage per rank (+24% at rank 3). Higher '''Creature Enchantment''' increases it: +1% per 25 Creature Enchantment (per 18 if Specialized). Creature Enchantment is now raised by '''[[#Blood_Mage|Blood Mage]] Training'''. | ||
|} | |} | ||
</div> | </div> | ||
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! colspan="4" style="text-align:left;" | Tier 2 - unlock 3 CAP, 5 spent | ! colspan="4" style="text-align:left;" | Tier 2 - unlock 3 CAP, 5 spent | ||
|- | |- | ||
| '''★ Weakened Blood''' || 3 || | | '''★ Weakened Blood''' || 3 || 1 / 2 / 3 || A landed Harm or Drain marks the target with '''Weakened Blood''' for 20 seconds. While the mark holds, every Harm, Martyr's Hecatomb and Curse of Raven Fury landed on that target - by you or by anyone else - resolves against a weakened life resistance, at the strength of Vulnerability V / VI / the Incantation by rank. Drain applies the mark but does not itself benefit from it. It shares one axis with a weapon's resistance cleave: the stronger of the two applies, never both. | ||
|- | |- | ||
| Malediction || 3 || 2 / 2 / 2 || The Vulnerability and Imperil enchantments you cast land at +10/20/30% intensity by rank and last 25% longer - and that benefits every attacker on the target, not just you. Higher '''Life Magic''' increases the intensity: +1% per 50 Life Magic (per 37 if Specialized). | | Malediction || 3 || 2 / 2 / 2 || The Vulnerability and Imperil enchantments you cast land at +10/20/30% intensity by rank and last 25% longer - and that benefits every attacker on the target, not just you. Higher '''Life Magic''' increases the intensity: +1% per 50 Life Magic (per 37 if Specialized). | ||
|- | |- | ||
| Crimson Harvest || 1 || | | Crimson Harvest || 1 || 3 || Your Drain spells strike up to '''4 extra creatures''' within 8 metres of your target, each with its own independent damage roll, resistance check and critical roll, and all the healing comes back to you. Grants at most one Blood Charge per cast no matter how many targets it hits. | ||
|- | |- | ||
| Heal Boost Rating || 3 || | | Heal Boost Rating || 3 || 1 / 1 / 1 || +3/+6/+10% to healing '''you receive''' - potions, kits, another player's heals, heal-over-time ticks. It does not amplify heals you cast on someone else. | ||
|- | |- | ||
! colspan="4" style="text-align:left;" | Tier 3 - unlock 8 CAP, 15 spent | ! colspan="4" style="text-align:left;" | Tier 3 - unlock 8 CAP, 15 spent | ||
|- | |- | ||
| '''★ Exsanguinate''' || 1 || | | '''★ Exsanguinate''' || 1 || 3 || Cast Martyr's Hecatomb or Curse of Raven Fury with a '''full''' Blood Charge pool and the whole pool is consumed at '''triple''' its normal value - a full 5-charge pool becomes +105% Life Magic damage instead of +35%. Against a Weakened Blood target the spending strike also cuts a quarter of the way through the target's remaining drain resistance. On Raven Fury every projectile of the ring carries the burst. An exsanguinating cast grants no new charge, and Harm never spends the pool. | ||
|- | |- | ||
| Blood Price || 3 || | | Blood Price || 3 || 1 / 1 / 1 || Your damaging spells of ''any'' school also cost you health: each cast spends 3/4/5% of your current health by rank and deals +8/16/24% bonus damage. Below 20% health the cast is free and gets no bonus - it is all or nothing, never a cast that kills you. | ||
|- | |- | ||
| Sanguine Ward || 3 || 3 / 3 / 3 || Martyr's Hecatomb and Curse of Raven Fury still price their full health cost, but you only actually lose 80/65/50% of it by rank - and the health you do lose comes back as a damage-absorbing '''ward''' worth 50/75/100% of that amount, for 15 seconds. The ward refreshes rather than stacks, and expires unused if nothing hits you (it never restores health). | | Sanguine Ward || 3 || 3 / 3 / 3 || Martyr's Hecatomb and Curse of Raven Fury still price their full health cost, but you only actually lose 80/65/50% of it by rank - and the health you do lose comes back as a damage-absorbing '''ward''' worth 50/75/100% of that amount, for 15 seconds. The ward refreshes rather than stacks, and expires unused if nothing hits you (it never restores health). | ||
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| '''★ Spellblade''' || 3 || 1 / 2 / 3 || Your landed '''light weapon''' hits have a '''20%''' chance to cast a '''Streak''' war spell at the target, matching the damage type of the swing. Rank raises the spell level cap (III / V / VII), not the chance. Higher '''Item Enchantment''' increases the chance: +1% per 25 Item Enchantment (per 18 if Specialized). | | '''★ Spellblade''' || 3 || 1 / 2 / 3 || Your landed '''light weapon''' hits have a '''20%''' chance to cast a '''Streak''' war spell at the target, matching the damage type of the swing. Rank raises the spell level cap (III / V / VII), not the chance. Higher '''Item Enchantment''' increases the chance: +1% per 25 Item Enchantment (per 18 if Specialized). | ||
|- | |- | ||
| Resonance || 3 || | | Resonance || 3 || 1 / 1 / 1 || Landing '''any''' magic damage grants a Resonance stack, up to 5, lapsing 6 seconds after your last magic hit. Each stack adds 2/3/4% by rank to '''all''' of your magic damage - +10/15/20% at a full stack. Every school counts, your own casts as much as your procs, which is what lets this class splash a caster class and keep the ramp up while meleeing. | ||
|- | |- | ||
| Enhanced Light Weapons || 3 || 1 / 1 / 1 || +10/+25/+50 base Light Weapons. | | Enhanced Light Weapons || 3 || 1 / 1 / 1 || +10/+25/+50 base Light Weapons. | ||
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! colspan="4" style="text-align:left;" | Tier 2 - unlock 3 CAP, 5 spent | ! colspan="4" style="text-align:left;" | Tier 2 - unlock 3 CAP, 5 spent | ||
|- | |- | ||
| '''★ Runeblade''' || 3 || 1 / | | '''★ Runeblade''' || 3 || 1 / 1 / 1 || Your landed '''light weapon''' hits have a '''15%''' chance to cast a '''Blast''' war spell at the target - one projectile on your target and the rest cleaving through a 90 degree cone, so against a single enemy it lands the same damage as Spellblade and everything it adds is cleave. Rank raises the spell level cap (III / V / VII). Higher '''Magic Item Tinkering''' increases the chance: +1% per 25 Magic Item Tinkering (per 18 if Specialized). | ||
|- | |- | ||
| Sundermark || 3 || | | Sundermark || 3 || 2 / 2 / 2 || Your landed hits with '''any''' weapon have a 5/10/15% chance to inflict the matching element's '''Vulnerability''' on the target. The level applied is set by your '''Life Magic''', which also increases the chance: +1% per 25 Life Magic (per 18 if Specialized). It writes the same slot as a weapon's resistance cleave, [[#Archmage|Elemental Rend]] and [[#Blood_Mage|Weakened Blood]] - the strongest applies, they never compound. | ||
|- | |- | ||
| Spellsurge || 1 || | | Spellsurge || 1 || 3 || Each landed war proc raises your proc chance by '''2 percentage points''', up to 5 stacks (+10 points), decaying 10 seconds after your last proc. Sundermark's vulnerability proc neither builds stacks nor reads them. | ||
|- | |- | ||
| Enhanced Melee Defense || 3 || 1 / 1 / 1 || +10/+25/+50 base Melee Defense. (Moved here from Rogue Tier 2 - the light-weapon duelist fights without a shield.) | | Enhanced Melee Defense || 3 || 1 / 1 / 1 || +10/+25/+50 base Melee Defense. (Moved here from Rogue Tier 2 - the light-weapon duelist fights without a shield.) | ||
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! colspan="4" style="text-align:left;" | Tier 3 - unlock 8 CAP, 15 spent | ! colspan="4" style="text-align:left;" | Tier 3 - unlock 8 CAP, 15 spent | ||
|- | |- | ||
| '''★ Spellstorm''' || 1 || | | '''★ Spellstorm''' || 1 || 3 || Your landed '''light weapon''' hits have a '''10%''' chance to unleash a ring of war projectiles matching the damage type of the swing, radiating outward in every direction. One fixed spell level: it is a change of shape rather than a ladder, so rank buys nothing and it is sold as a single rank. | ||
|- | |- | ||
| Cascade || 1 || | | Cascade || 1 || 3 || A landed proc has a '''25%''' chance to immediately fire the same spell again at a second enemy within 8 metres of the one you struck, nearest first. The second casting cannot cascade again, so a proc never chains beyond one extra hop. | ||
|- | |- | ||
| Dispelling Edge || 3 || | | Dispelling Edge || 3 || 1 / 1 / 1 || Your landed hits with '''any''' weapon have a 10/15/20% chance to strip one of the target's '''beneficial''' enchantments, chosen at random - never a debuff you or your fellows put on it, and never an enchantment the creature's own equipment grants. Higher '''Arcane Lore''' increases the chance: +1% per 25 Arcane Lore (per 18 if Specialized). | ||
|} | |} | ||
</div> | </div> | ||
| Line 376: | Line 380: | ||
* '''Some affinities read a skill another class trains.''' Nether Rush (Void) reads Arcane Lore, which '''Archmage Training''' raises; Taunt (Vanguard) reads Loyalty, raised by '''Void Training'''; Elemental Rend (Archmage) reads Life Magic and Withering (Void) reads Creature Enchantment, both raised by the '''Blood Mage'''; Acid Proc (Rogue) reads Item Tinkering and Executioner (Berserker) reads Dirty Fighting, both raised by '''Spellsword Training'''. These are deliberate: they give you a reason to splash a class you would otherwise skip. | * '''Some affinities read a skill another class trains.''' Nether Rush (Void) reads Arcane Lore, which '''Archmage Training''' raises; Taunt (Vanguard) reads Loyalty, raised by '''Void Training'''; Elemental Rend (Archmage) reads Life Magic and Withering (Void) reads Creature Enchantment, both raised by the '''Blood Mage'''; Acid Proc (Rogue) reads Item Tinkering and Executioner (Berserker) reads Dirty Fighting, both raised by '''Spellsword Training'''. These are deliberate: they give you a reason to splash a class you would otherwise skip. | ||
* '''Every affinity now has a class that raises it.''' Item Tinkering and Dirty Fighting were the last two skills sitting in no Training bundle, which left Acid Proc and Executioner scaling only off skills you had trained yourself. Spellsword Training took both in, so there is now exactly one class to buy for any affinity in the system. | * '''Every affinity now has a class that raises it.''' Item Tinkering and Dirty Fighting were the last two skills sitting in no Training bundle, which left Acid Proc and Executioner scaling only off skills you had trained yourself. Spellsword Training took both in, so there is now exactly one class to buy for any affinity in the system. | ||
* '''An affinity on a proc ''chance'' is capped at +20 percentage points.''' Spellblade, Runeblade, Sundermark, | * '''An affinity on a proc ''chance'' is capped at +20 percentage points.''' Spellblade, Runeblade, Sundermark, Elemental Rend, Break Armor and Pocket Sand all roll a chance, and each one's rider stops adding once it reaches +20 points, however high the source skill climbs - at +1% per 25 points that arrives at 500 effective points, at +1% per 50 it arrives at 1,000. Affinities that raise ''damage'' or another magnitude are not capped this way, with one exception: Acid Proc's Item Tinkering rider, which feeds its damage bonus rather than its (now flat) chance, carries its own separate +20 point ceiling. | ||
* '''A "per stack" affinity is worth far more than its number suggests.''' Frenzy and Nether Rush pay their affinity out once for every active stack, so their "per" numbers are correspondingly larger. Compare the total at full stacks, not the headline figure. | * '''A "per stack" affinity is worth far more than its number suggests.''' Frenzy and Nether Rush pay their affinity out once for every active stack, so their "per" numbers are correspondingly larger. Compare the total at full stacks, not the headline figure. | ||
* Every Tier-1 game changer has an affinity, so your first purchase in any class keeps growing as the matching skill does. | * Every Tier-1 game changer has an affinity, so your first purchase in any class keeps growing as the matching skill does. | ||
Revision as of 23:33, 19 August 2026
The Class Abilities system is DreamWeave's custom character-power system: eight classes, three tiers each, bought with Class Ability Points (CAP) at a class trainer. There are no class locks - your "class" is simply where you have spent your points, and anyone can splash into any class's Tier 1. Every ability below is implemented and switched on, and the numbers are current values that may be tuned during balancing.
Latest changes: every ability's point cost was repriced - a maxed class now runs 36 to 57 points end to end - and the Berserker and Rogue kits were reworked: Blood Fury retired for Break Armor (owned ranks refund automatically), the Rogue gains Surefooted and Pocket Sand, and Acid Proc now buys damage with rank instead of chance. See Patch 2026-08-19 for the full list.
How it works
Class Ability Points (CAP) are the currency of the system. There are three ways to earn them:
- Leveling - one point at each of twelve milestone levels: 20, 40, 60, 80, 100, 125, 150, 175, 200, 225, 250, and 275.
- The Reckoning-Stone of Radiance - trades banked Luminance for points, at a price that climbs as you buy.
- The Reckoning-Stone of Toil - trades unassigned experience for points, from level 275 onward. 200 billion experience for the first, 40% more for each one after, with no limit. See Levels and experience.
Both stones stand in the Drift Network hall beside the trainers. You spend CAP at a class trainer to learn abilities.
There are no restrictions on who can learn what - your "class" is simply wherever you've spent your points. Anyone can splash into any class's Tier 1.
Buying an ability:
- Each ability has up to 3 ranks, bought one at a time, cheapest first.
- Every class's signature Tier-1 ability costs just 1 CAP for its first rank - your very first point buys your class's build-defining power.
- Purchases are made with prepaid tokens from your class trainer. You pay the CAP when you buy the token; using it later to learn the rank costs nothing further. If you buy a token and never use it, the Skillmaster refunds it.
- Each token's icon carries a tier numeral overlay (a Roman numeral, in the same style as an Aetheria surge symbol), so you can tell a rank I, II, or III token apart at a glance.
Unlocking deeper tiers (per class, permanent, survives a respec):
| Tier | Unlock cost | Requirement |
|---|---|---|
| Tier 1 | free | open to everyone from the start |
| Tier 2 | 3 CAP | 5 CAP already spent in that class |
| Tier 3 | 8 CAP | 15 CAP already spent in that class |
Respec: you can refund and reallocate spent CAP. Tier unlocks you've already earned stay unlocked.
Reading the tables:
- Cost is shown per rank (e.g.
1 / 2 / 3means rank 1 costs 1 CAP, rank 2 costs 2, rank 3 costs 3). - Each tier's signature ability - its game-changer - is listed first and marked ★.
- Enhanced <stat> adds a flat bonus to that stat's base value: +10 / +25 / +50 at ranks 1/2/3 (the value at that rank, not cumulative). It counts toward wield requirements; attribute and vital bonuses aren't redistributable, and attribute bonuses cascade into every derived skill/vital.
- Training bundles apply that same +10/+25/+50 to every stat they list, as one 3-rank ability - and each bundle quietly houses the legacy skills that power its class's abilities, so the "utility" buy is never dead weight.
- Rating abilities feed the same pools as your gear and Luminance auras: +3 / +6 / +10 rating at ranks 1/2/3 (≈ +3/+6/+10% on that axis), added on top of everything else.
- Many combat abilities scale with a legacy skill - its per-point value is written into the ability's effect (e.g. +1% per 25 Fletching). See Skill affinity below for how Trained vs Specialized scaling works.
Build tips
- Buy your signature first. Every class's Tier-1 signature costs 1 CAP at rank 1 - it's the single highest-impact point you'll ever spend.
- Training bundles pay for themselves. Each one houses the legacy skills that power its class's combat abilities (Alchemy → Poison Weapon, Fletching → Deadeye, Deception → Parry, Recklessness → Frenzy, Arcane Lore → Overchannel, Leadership → Empowered Summons, Healing → Transfusion, and so on), so the "utility" buy is quietly a damage buy too. As of the latest re-cut no skill sits in two bundles, so there is exactly one class to buy for any given affinity.
- Some abilities chain. Rogue's Riposte needs Parry; Acid Proc needs Poison Weapon; Vanguard's Shield Check needs Parry and Thorns. Deep synergy builds reward buying across a class rather than cherry-picking.
- Avoidance is pooled. Parry (Rogue), Shield Block (Vanguard) and Surefooted's stacked bonus all share one roll capped at 50% - they complement each other rather than multiply.
- Splashing is cheap, going deep is committed. Any character can grab another class's Tier-1 signature. Tier 2 and Tier 3 want real investment (5 then 15 CAP spent in that class) - which is why the two weapon-agnostic multipliers, Rogue's Attack Speed and Archmage's Flat Cast Speed, sit behind deep unlocks instead of being universal splash picks.
- Spellsword procs cost no mana. They are cast on the strike, not from your mana bar, so a Spellsword pays for its magic in weapon hits rather than in resources. The flip side is that they only fire off a light weapon - Sundermark and Dispelling Edge are the two entries in that class any weapon can use.
- Watch the resource costs. Heavy Draw, Savage Blows, and Whirlwind trade stamina for damage; Overchannel (and Spell AOE together) trade mana for reach. They fall back to a normal hit when you can't pay, so they reward a stamina/mana-forward build.
- Ratings stack additively into the same pools as gear and Luminance auras - a smooth, always-useful top-up rather than a build-defining spike.
- A fully-built class is worth roughly 200-300% in its core role - two to three times your damage throughput, or your effective HP as a Vanguard - built up across the three tiers: your Tier-1 signature is the single biggest jump, Tier 2 compounds it, and your Tier-3 capstone brings it to full strength.
Classes
Each class is collapsed below - use the [show/hide] control beside a class name to open its full ability list.
The ranged specialist. Turn one arrow into a volley, then make that volley land harder and more often.
| Ability | Ranks | Cost | Effect |
|---|---|---|---|
| Tier 1 - open | |||
| ★ Multishot | 3 | 1 / 2 / 3 | Your missile attacks strike additional nearby targets - one extra arrow per rank, stacking with multi-shot weapons. High Assess Creature increases the extra arrows' damage: +1% per 20 Assess Creature (per 15 if Specialized). |
| Enhanced Missile Weapons | 3 | 1 / 1 / 1 | +10/+25/+50 base Missile Weapons. |
| Enhanced Coordination | 3 | 1 / 1 / 1 | +10/+25/+50 base Coordination; cascades into Coordination-derived skills. |
| Archer Training | 3 | 1 / 1 / 1 | +10/+25/+50 base Fletching, Assess Creature, Run, and Missile Defense. (Feeds Multishot, Deadeye, and Heavy Draw.) |
| Tier 2 - unlock 3 CAP, 5 spent | |||
| ★ Deadeye | 3 | 2 / 2 / 2 | +8% missile damage per rank (+24% at rank 3). Higher Fletching increases the bonus: +1% per 25 Fletching (per 18 if Specialized). Applies to every arrow in a Multishot volley. |
| Eagle Eye | 3 | 1 / 1 / 1 | +4/8/12% missile accuracy - a bonus to your effective missile skill on the to-hit roll. |
| Heavy Draw | 3 | 1 / 1 / 1 | +6% missile damage per rank, but each shot costs extra stamina; with too little stamina the shot lands normally with no bonus. A higher Run skill makes the shot cheaper rather than stronger: it cuts the extra stamina cost by 1% per 25 Run (per 18 if Specialized), to a maximum saving of half. |
| Tier 3 - unlock 8 CAP, 15 spent | |||
| ★ Double Volley | 3 | 2 / 2 / 2 | 6/12/18% chance a volley immediately fires a full second volley at the same targets - no ammo, no stamina. |
| Long Draw | 3 | 1 / 1 / 1 | Missile damage grows with range: no bonus up close, up to +10% per rank at long range. |
| Crit Rating | 3 | 1 / 2 / 3 | +3/+6/+10% critical hit chance. |
The precision fighter. Fold extra damage into every strike, punish attackers you parry, and dodge what you can't out-tank.
| Ability | Ranks | Cost | Effect |
|---|---|---|---|
| Tier 1 - open | |||
| ★ Poison Weapon | 3 | 1 / 2 / 3 | Separate poison damage added to every landed weapon hit against monsters, per rank (Multishot volleys included). Higher Alchemy increases it: +1 flat damage per 12 Alchemy above 100 (per 9 if Specialized). |
| Enhanced Finesse Weapons | 3 | 1 / 1 / 1 | +10/+25/+50 base Finesse Weapons. |
| Enhanced Quickness | 3 | 1 / 1 / 1 | +10/+25/+50 base Quickness; cascades into Quickness-derived skills. |
| Rogue Training | 3 | 1 / 1 / 1 | +10/+25/+50 base Lockpick, Alchemy, Sneak Attack, and Deception. (Feeds Poison Weapon, Attack Speed, and Parry.) |
| Tier 2 - unlock 3 CAP, 5 spent | |||
| ★ Parry | 3 | 1 / 2 / 3 | 5% chance per rank to fully negate an incoming melee hit. Higher Deception increases it: +1% chance per 50 Deception (per 37 if Specialized). Pooled with Shield Block into one avoidance roll (50% combined cap). |
| Riposte | 3 | 1 / 1 / 1 | When you Parry, counter with a free weapon strike at 40/70/100% damage by rank - a real hit, so Poison Weapon and Acid Proc apply. Requires Parry. |
| Surefooted | 3 | 2 / 2 / 2 | Each melee attack you evade grants a stack, up to 5; each held stack adds +1/2/3% Parry chance by rank (+5/10/15% at a full pool). The pool lapses after 10 seconds without an evade - and is wiped instantly by any melee hit that actually lands on you, from any source. Counts inside the shared avoidance pool with Parry and Shield Block (50% cap). |
| Crit Damage Rating | 3 | 1 / 2 / 3 | +3/+6/+10% critical hit damage. |
| Tier 3 - unlock 8 CAP, 15 spent | |||
| ★ Attack Speed | 3 | 3 / 3 / 3 | +5% attack speed per rank (+15% at rank 3), on any weapon. Higher Lockpick increases it: +1% per 50 Lockpick (per 37 if Specialized). Stacks with Frenzy up to the attack-speed ceiling. |
| Acid Proc | 3 | 1 / 2 / 3 | A flat 25% chance on every weapon hit, at every rank, to apply an acid damage-over-time based on your Poison Weapon damage (three bites over 12 seconds). Rank buys damage instead: +25/50/75% to the poison damage of both the acid and Poison Weapon's own per-hit bonus. Higher Item Tinkering raises that damage bonus further - +1% per 25 Item Tinkering (per 18 if Specialized), to a +20 point cap of its own. Requires Poison Weapon. Item Tinkering is raised by Spellsword Training. |
| Pocket Sand | 3 | 1 / 2 / 3 | When you avoid an attack - an evade, a Parry or Shield Block, or a spell you resist - you have a 10/20/30% chance by rank to fling sand in the attacker's face: all of their attack skills drop by 30 for 20 seconds. A fresh face-full refreshes the timer, and it stacks with Dirty Fighting's Blinding Assault. Higher Deception increases the chance: +1% per 50 Deception (per 37 if Specialized). |
The shield-bearer. Punish attackers, soak hits, and pull the room's attention onto yourself.
| Ability | Ranks | Cost | Effect |
|---|---|---|---|
| Tier 1 - open | |||
| ★ Thorns | 3 | 1 / 2 / 3 | Requires a shield. Creatures that strike you take reflected damage equal to 10% of your shield's armor level per rank. A higher Shield skill reflects more: +1% of shield armour per 25 Shield (per 18 if Specialized). No reflect against magic. |
| Enhanced Endurance | 3 | 1 / 1 / 1 | +10/+25/+50 base Endurance; cascades into Endurance-derived vitals. |
| Enhanced Heavy Weapons | 3 | 1 / 1 / 1 | +10/+25/+50 base Heavy Weapons. |
| Vanguard Training | 3 | 1 / 1 / 1 | +10/+25/+50 base Armor Tinkering, Shield, and Assess Person. (Feeds Thorns and Shield Block.) |
| Tier 2 - unlock 3 CAP, 5 spent | |||
| ★ Taunt | 1 | 3 | When one of your equipped Aetheria surges, the surge also taunts all nearby monsters into attacking you for a short time. A higher Loyalty skill holds them longer: +1 second per 25 Loyalty (per 18 if Specialized), up to 10 extra seconds. Loyalty is trained by Void Training, so this is one of the abilities worth splashing another class for. |
| Shield Block | 3 | 1 / 2 / 3 | With a shield equipped, 8/14/20% of incoming hits are reduced to 0. Higher Armor Tinkering increases it: +1% per 50 Armor Tinkering (per 37 if Specialized). Pooled with Parry (50% cap); blocked hits still trigger Thorns. |
| Shield Check | 3 | 2 / 2 / 2 | With a shield equipped, attacks you Parry also trigger Thorns at 40/70/100% strength by rank. Requires Parry and Thorns. |
| Damage Resist Rating | 3 | 1 / 2 / 3 | +3/+6/+10% less damage taken. |
| Tier 3 - unlock 8 CAP, 15 spent | |||
| ★ Battle Hardened | 1 | 3 | Passively reduces all incoming damage from monsters by 0.05% per point of Strength (hidden, capped). Scales with Strength buffs and Enhanced Strength. PvE only. |
| Enhanced Max Health | 3 | 1 / 1 / 1 | +10/+25/+50 base maximum Health. |
| Crit Resist Rating | 3 | 1 / 1 / 1 | +3/+6/+10% lower chance of being critically hit. |
The all-out attacker. Trade defense for raw output - the lower your health, the harder you hit.
| Ability | Ranks | Cost | Effect |
|---|---|---|---|
| Tier 1 - open | |||
| ★ Frenzy | 3 | 1 / 2 / 3 | Each landed weapon hit against a monster grants +5% attack speed, stacking up to 3/6/10 times by rank. Stacks reset after 10 seconds without landing a hit. Higher Recklessness raises what each stack is worth: +1% per stack per 250 Recklessness (per 185 if Specialized). The "per" number looks large because it is paid out once per stack - at a full 10 stacks it is worth ten times that. |
| Enhanced Strength | 3 | 1 / 1 / 1 | +10/+25/+50 base Strength; cascades into Strength-derived skills (and feeds Battle Hardened if you splash Vanguard). |
| Enhanced Two Handed Combat | 3 | 1 / 1 / 1 | +10/+25/+50 base Two Handed Combat. |
| Berserker Training | 3 | 1 / 1 / 1 | +10/+25/+50 base Dual Wield, Recklessness, Weapon Tinkering, and Salvaging. (Feeds Frenzy, Savage Blows, Break Armor, and Bloodlust.) |
| Tier 2 - unlock 3 CAP, 5 spent | |||
| ★ Savage Blows | 3 | 1 / 1 / 1 | +6% melee damage per rank, but each swing costs extra stamina. Higher Weapon Tinkering increases it: +1% per 25 Weapon Tinkering (per 18 if Specialized); with too little stamina the swing lands normally. |
| Break Armor | 3 | 2 / 2 / 2 | Your melee hits have a flat 15% chance to break the target's armor: an Imperil at level III / V / VII by rank, which cannot be resisted. It writes the same enchantment slot a cast Imperil would, so the Blood Mage's Malediction amplifies it. Higher Weapon Tinkering increases the chance: +1% per 50 Weapon Tinkering (per 37 if Specialized). (Replaces Blood Fury, whose points were refunded automatically.) |
| Executioner | 3 | 1 / 1 / 1 | +4% melee damage per rank against targets below 25% health. Higher Dirty Fighting increases it: +1% per 25 Dirty Fighting (per 18 if Specialized). Dirty Fighting is now raised by Spellsword Training. |
| Enhanced Max Stamina | 3 | 1 / 1 / 1 | +10/+25/+50 base maximum Stamina. |
| Tier 3 - unlock 8 CAP, 15 spent | |||
| ★ Whirlwind | 1 | 3 | Your two-handed or dual-wield swings hit a full 360° arc and strike one extra target - even a weapon with no innate cleave. Each swing costs +100% stamina, falling back to a normal swing if you're short. |
| Bloodlust | 3 | 1 / 2 / 3 | Your melee hits heal you for 1% of damage dealt per rank. Higher Salvaging increases the lifesteal: +1 percentage point per 150 Salvaging, whether Salvaging is Trained or Specialized. |
| Damage Rating | 3 | 1 / 2 / 3 | +3/+6/+10% to all damage dealt. |
The war-magic artillery. One spell becomes a chain reaction, hits harder, and echoes for free.
| Ability | Ranks | Cost | Effect |
|---|---|---|---|
| Tier 1 - open | |||
| ★ Spell AOE | 1 | 1 | When your Arc war spell damages a monster, the same spell blasts outward to every other nearby enemy (no cap) for half damage. Higher Mana Conversion raises that radiated share above half, up to a 75% cap: +1% per 20 Mana Conversion (per 15 if Specialized). |
| Enhanced War Magic | 3 | 1 / 1 / 1 | +10/+25/+50 base War Magic. |
| Enhanced Focus | 3 | 1 / 1 / 1 | +10/+25/+50 base Focus; cascades into Focus-derived skills. |
| Archmage Training | 3 | 1 / 1 / 1 | +10/+25/+50 base Mana Conversion, Arcane Lore, and Magic Item Tinkering. (Feeds Spell AOE, Overchannel, and Echo Cast.) |
| Enhanced Max Mana | 3 | 1 / 1 / 1 | +10/+25/+50 base maximum Mana. |
| Tier 2 - unlock 3 CAP, 5 spent | |||
| ★ Overchannel | 3 | 1 / 1 / 1 | +8% to all war-magic damage per rank (+24% at rank 3). Higher Arcane Lore increases it: +1% per 25 Arcane Lore (per 18 if Specialized). Boosted casts cost +100% mana (stacking with Spell AOE to +200% on an Arc cast). |
| Flat Cast Speed | 3 | 1 / 1 / 1 | +5% war-magic cast speed per rank (+15% at rank 3), always on - no ramp-up. |
| Mana Barrier | 3 | 1 / 2 / 3 | 10/17.5/25% of the damage you take is paid out of your Mana instead of your Health, to a 60% maximum. Higher Magic Defense increases the share: +1% per 25 Magic Defense (per 18 if Specialized). If your Mana cannot cover the full share it pays what it can, and once Mana is empty the barrier stops. It resolves before you die, so it can save you from a killing blow, but it does not apply to damage-over-time ticks. Magic Defense is now an Archmage buy in its own right, at this same tier. |
| Enhanced Magic Defense | 3 | 1 / 1 / 1 | +10/+25/+50 base Magic Defense. (Feeds Mana Barrier.) |
| Tier 3 - unlock 8 CAP, 15 spent | |||
| ★ Echo Cast | 3 | 3 / 3 / 3 | 6/12/18% chance a landed war spell instantly re-casts itself at the same target - no mana, no wind-up. Higher Magic Item Tinkering increases the chance: +1% per 50 Magic Item Tinkering (per 37 if Specialized). |
| Elemental Rend | 3 | 1 / 2 / 3 | 8/14/20% chance a war spell inflicts the matching element's Vulnerability at the spell's level, up to the Incantation - a level-8 bolt now applies a level-8 Vulnerability, where it used to stop at VI. Higher Life Magic increases the chance: +1% per 25 Life Magic (per 18 if Specialized). Life Magic is now raised by the Blood Mage's Enhanced Life Magic, so this is one of the abilities worth splashing another class for. |
The decay-and-pet specialist. Speed up your void casts, spread your rot from the dying to the living, and command your beasts - eventually two at once, and far harder to kill.
| Ability | Ranks | Cost | Effect |
|---|---|---|---|
| Tier 1 - open | |||
| ★ Nether Rush | 3 | 1 / 2 / 3 | Casting void spells builds stacks (max 5); each stack speeds your void casts by 5/10/15% per rank. Stacks reset after 20 seconds without a void cast. Higher Arcane Lore raises what each stack is worth: +1% per stack per 125 Arcane Lore (per 92 if Specialized), so at a full 5 stacks it is worth five times that. Arcane Lore is trained by Archmage Training. |
| Enhanced Void Magic | 3 | 1 / 1 / 1 | +10/+25/+50 base Void Magic. |
| Enhanced Self | 3 | 1 / 1 / 1 | +10/+25/+50 base Self; cascades into Self-derived skills. |
| Void Training | 3 | 1 / 1 / 1 | +10/+25/+50 base Loyalty and Leadership. (Feeds Empowered Summons and Soul Tether - and, outside this class, Vanguard's Taunt.) |
| Tier 2 - unlock 3 CAP, 5 spent | |||
| ★ Nether Bloom | 3 | 1 / 1 / 1 | When you land the killing blow on an enemy carrying one of your void damage-over-time spells, that spell spreads to the 1/2/3 nearest other enemies by rank, keeping whatever duration it had left. A spell that arrived by spreading cannot spread again, so a bloom never chains beyond one hop. |
| Empowered Summons | 3 | 1 / 1 / 1 | Your combat pets get more health, damage, and defenses per rank. Higher Leadership increases the bonus: +1% pet stats per 20 Leadership (per 15 if Specialized). Read when the pet is summoned, so a pet keeps the stats it was called with. |
| Soul Tether | 3 | 1 / 1 / 1 | Your combat pets take 10/17.5/25% less damage, to a 50% maximum, from every source - melee, missile, spell, and damage-over-time. When a combat pet dies its summoning device can be used again immediately. Higher Loyalty increases the reduction: +1% per 25 Loyalty (per 18 if Specialized). Unlike Empowered Summons this is read continuously, so a new rank helps the pet you already have out. |
| Enhanced Summoning | 3 | 1 / 1 / 1 | +10/+25/+50 base Summoning. |
| Tier 3 - unlock 8 CAP, 15 spent | |||
| ★ Summon 2x | 1 | 3 | You may have a second combat pet active at the same time. |
| Void Damage | 3 | 1 / 1 / 1 | +8% void-magic damage per rank (+24% at rank 3). |
| Withering | 3 | 1 / 1 / 1 | +8% void damage-over-time tick damage per rank (+24% at rank 3). Higher Creature Enchantment increases it: +1% per 25 Creature Enchantment (per 18 if Specialized). Creature Enchantment is now raised by Blood Mage Training. |
- The life-magic specialist. Build charges on every harmful life spell, spend your own health to make them hurt, and turn what you drain into someone else's survival.
- For advanced players. While the class is fully late-game viable, a Blood Mage only build will still slightly underperform its counterparts in pure DPS. This is balanced with group support abilities and the greatest life pool management of any class. In a major event, allies want a Blood Mage nearby.
| Ability | Ranks | Cost | Effect |
|---|---|---|---|
| Tier 1 - open | |||
| ★ Sanguine Reserve | 3 | 1 / 2 / 3 | Every harmful Life Magic spell you land on a monster - Harm, Drain Health, Martyr's Hecatomb - grants a Blood Charge, up to 3/4/5 charges by rank. Each charge held adds +7% Life Magic damage, so a full pool is +21/+28/+35%. Charges fade after 15 seconds with no life cast. One charge per cast, not per hit. |
| Transfusion | 3 | 1 / 1 / 1 | A Drain Health cast on a target that cannot use all of it normally wastes the surplus. With Transfusion that surplus cascades instead to fellowship members and your own summoned pets within 10 metres who need it, at 40/70/100% by rank. No fellowship required - a solo caster with a hurt pet in range still cascades. Higher Healing delivers more than was drained: +1% per 50 Healing (per 33 if Specialized). Your Drain's own damage is unchanged at every rank. |
| Enhanced Life Magic | 3 | 1 / 1 / 1 | +10/+25/+50 base Life Magic. (Moved here from Archmage Tier 3.) |
| Blood Mage Training | 3 | 1 / 1 / 1 | +10/+25/+50 base Healing, Creature Enchantment, and Cooking. (Feeds Transfusion - and, outside this class, Void's Withering.) |
| Tier 2 - unlock 3 CAP, 5 spent | |||
| ★ Weakened Blood | 3 | 1 / 2 / 3 | A landed Harm or Drain marks the target with Weakened Blood for 20 seconds. While the mark holds, every Harm, Martyr's Hecatomb and Curse of Raven Fury landed on that target - by you or by anyone else - resolves against a weakened life resistance, at the strength of Vulnerability V / VI / the Incantation by rank. Drain applies the mark but does not itself benefit from it. It shares one axis with a weapon's resistance cleave: the stronger of the two applies, never both. |
| Malediction | 3 | 2 / 2 / 2 | The Vulnerability and Imperil enchantments you cast land at +10/20/30% intensity by rank and last 25% longer - and that benefits every attacker on the target, not just you. Higher Life Magic increases the intensity: +1% per 50 Life Magic (per 37 if Specialized). |
| Crimson Harvest | 1 | 3 | Your Drain spells strike up to 4 extra creatures within 8 metres of your target, each with its own independent damage roll, resistance check and critical roll, and all the healing comes back to you. Grants at most one Blood Charge per cast no matter how many targets it hits. |
| Heal Boost Rating | 3 | 1 / 1 / 1 | +3/+6/+10% to healing you receive - potions, kits, another player's heals, heal-over-time ticks. It does not amplify heals you cast on someone else. |
| Tier 3 - unlock 8 CAP, 15 spent | |||
| ★ Exsanguinate | 1 | 3 | Cast Martyr's Hecatomb or Curse of Raven Fury with a full Blood Charge pool and the whole pool is consumed at triple its normal value - a full 5-charge pool becomes +105% Life Magic damage instead of +35%. Against a Weakened Blood target the spending strike also cuts a quarter of the way through the target's remaining drain resistance. On Raven Fury every projectile of the ring carries the burst. An exsanguinating cast grants no new charge, and Harm never spends the pool. |
| Blood Price | 3 | 1 / 1 / 1 | Your damaging spells of any school also cost you health: each cast spends 3/4/5% of your current health by rank and deals +8/16/24% bonus damage. Below 20% health the cast is free and gets no bonus - it is all or nothing, never a cast that kills you. |
| Sanguine Ward | 3 | 3 / 3 / 3 | Martyr's Hecatomb and Curse of Raven Fury still price their full health cost, but you only actually lose 80/65/50% of it by rank - and the health you do lose comes back as a damage-absorbing ward worth 50/75/100% of that amount, for 15 seconds. The ward refreshes rather than stacks, and expires unused if nothing hits you (it never restores health). |
The blade-caster, and the newest class. Fight with a light weapon and every swing can throw the war spell that matches it - a streak, then a blast, then a ring.
Three things are true of the whole class, so they are stated once here rather than in every row below.
- The proc matches the damage the swing dealt, not the weapon's label. A sword that thrusts for Pierce and slashes for Slash procs Force one swing and Whirling Blade the next.
- Which level of spell you throw is set by your magic skill - War Magic for the three war procs, Life Magic for Sundermark. A proc fires the highest level your skill can support, and the ability's rank sets the ceiling: rank 1 caps at level III, rank 2 at V, rank 3 at VII. If your magic skill is low you still proc; you just throw a lower rung.
- Both hands proc. Dual wield and each blade procs off its own strikes with its own element, so a fire main hand and a lightning off hand throw fire and lightning respectively.
- For advanced players. Depending on both LW damage AND War Magic makes this a difficult class to play, especially early game. This class grows into it's strength.
| Ability | Ranks | Cost | Effect |
|---|---|---|---|
| Tier 1 - open | |||
| ★ Spellblade | 3 | 1 / 2 / 3 | Your landed light weapon hits have a 20% chance to cast a Streak war spell at the target, matching the damage type of the swing. Rank raises the spell level cap (III / V / VII), not the chance. Higher Item Enchantment increases the chance: +1% per 25 Item Enchantment (per 18 if Specialized). |
| Resonance | 3 | 1 / 1 / 1 | Landing any magic damage grants a Resonance stack, up to 5, lapsing 6 seconds after your last magic hit. Each stack adds 2/3/4% by rank to all of your magic damage - +10/15/20% at a full stack. Every school counts, your own casts as much as your procs, which is what lets this class splash a caster class and keep the ramp up while meleeing. |
| Enhanced Light Weapons | 3 | 1 / 1 / 1 | +10/+25/+50 base Light Weapons. |
| Spellsword Training | 3 | 1 / 1 / 1 | +10/+25/+50 base Item Enchantment, Dirty Fighting, Jump, and Item Tinkering. (Feeds Spellblade - and, outside this class, Rogue's Acid Proc and Berserker's Executioner, which had no class raising them until this bundle arrived.) |
| Tier 2 - unlock 3 CAP, 5 spent | |||
| ★ Runeblade | 3 | 1 / 1 / 1 | Your landed light weapon hits have a 15% chance to cast a Blast war spell at the target - one projectile on your target and the rest cleaving through a 90 degree cone, so against a single enemy it lands the same damage as Spellblade and everything it adds is cleave. Rank raises the spell level cap (III / V / VII). Higher Magic Item Tinkering increases the chance: +1% per 25 Magic Item Tinkering (per 18 if Specialized). |
| Sundermark | 3 | 2 / 2 / 2 | Your landed hits with any weapon have a 5/10/15% chance to inflict the matching element's Vulnerability on the target. The level applied is set by your Life Magic, which also increases the chance: +1% per 25 Life Magic (per 18 if Specialized). It writes the same slot as a weapon's resistance cleave, Elemental Rend and Weakened Blood - the strongest applies, they never compound. |
| Spellsurge | 1 | 3 | Each landed war proc raises your proc chance by 2 percentage points, up to 5 stacks (+10 points), decaying 10 seconds after your last proc. Sundermark's vulnerability proc neither builds stacks nor reads them. |
| Enhanced Melee Defense | 3 | 1 / 1 / 1 | +10/+25/+50 base Melee Defense. (Moved here from Rogue Tier 2 - the light-weapon duelist fights without a shield.) |
| Tier 3 - unlock 8 CAP, 15 spent | |||
| ★ Spellstorm | 1 | 3 | Your landed light weapon hits have a 10% chance to unleash a ring of war projectiles matching the damage type of the swing, radiating outward in every direction. One fixed spell level: it is a change of shape rather than a ladder, so rank buys nothing and it is sold as a single rank. |
| Cascade | 1 | 3 | A landed proc has a 25% chance to immediately fire the same spell again at a second enemy within 8 metres of the one you struck, nearest first. The second casting cannot cascade again, so a proc never chains beyond one extra hop. |
| Dispelling Edge | 3 | 1 / 1 / 1 | Your landed hits with any weapon have a 10/15/20% chance to strip one of the target's beneficial enchantments, chosen at random - never a debuff you or your fellows put on it, and never an enchantment the creature's own equipment grants. Higher Arcane Lore increases the chance: +1% per 25 Arcane Lore (per 18 if Specialized). |
Skill affinity
Several abilities scale with one of your legacy skills on top of their per-rank value - a "skill affinity". Wherever an ability's effect reads "Higher Fletching increases it" (and the like), the per-point value is written right into that ability's effect above; this section is the rule they all share.
- It reads the source skill's effective (buffed) value - your current skill number after auras, gear, and Enhanced-skill bonuses, not its base.
- The source skill must be Trained or Specialized to contribute anything. An Untrained source gives zero - affinity never comes from a skill you haven't invested in.
- A Specialized source is stronger than a Trained one: it earns the same bonus from fewer skill points, which is why each ability lists a smaller "per" number for Specialized.
- A few affinities ignore the first slice of the skill (a threshold) so they pay off at the high end - e.g. Poison Weapon only counts Alchemy above 100.
- Some affinities read a skill another class trains. Nether Rush (Void) reads Arcane Lore, which Archmage Training raises; Taunt (Vanguard) reads Loyalty, raised by Void Training; Elemental Rend (Archmage) reads Life Magic and Withering (Void) reads Creature Enchantment, both raised by the Blood Mage; Acid Proc (Rogue) reads Item Tinkering and Executioner (Berserker) reads Dirty Fighting, both raised by Spellsword Training. These are deliberate: they give you a reason to splash a class you would otherwise skip.
- Every affinity now has a class that raises it. Item Tinkering and Dirty Fighting were the last two skills sitting in no Training bundle, which left Acid Proc and Executioner scaling only off skills you had trained yourself. Spellsword Training took both in, so there is now exactly one class to buy for any affinity in the system.
- An affinity on a proc chance is capped at +20 percentage points. Spellblade, Runeblade, Sundermark, Elemental Rend, Break Armor and Pocket Sand all roll a chance, and each one's rider stops adding once it reaches +20 points, however high the source skill climbs - at +1% per 25 points that arrives at 500 effective points, at +1% per 50 it arrives at 1,000. Affinities that raise damage or another magnitude are not capped this way, with one exception: Acid Proc's Item Tinkering rider, which feeds its damage bonus rather than its (now flat) chance, carries its own separate +20 point ceiling.
- A "per stack" affinity is worth far more than its number suggests. Frenzy and Nether Rush pay their affinity out once for every active stack, so their "per" numbers are correspondingly larger. Compare the total at full stacks, not the headline figure.
- Every Tier-1 game changer has an affinity, so your first purchase in any class keeps growing as the matching skill does.
For example, Deadeye lists +1% per 25 Fletching (per 18 if Specialized). At 400 effective Fletching that is 400 ÷ 25 = +16% missile damage if Fletching is Trained, or 400 ÷ 18 = +22% if it is Specialized. Per-point affinity values are the current tuning and may change during balancing.
See also
- Class Trainers - where you buy abilities and unlock tiers (The Meridian).
- Game systems - all custom server systems.