Knight | Paladin | Druid | Sorcerer |
Vocation-specific Revelation Perks |
Executioner's Throw |
Divine Wrath |
Blessing of the Grove |
Great Death Beam |
This spell throws your weapon on your target and jumps on 1, 2 or 3* nearby enemies. Deals 100%, 125% or 150%* additional damage to targets with less than 30% of their hit points. Cooldown: 22, 18 or 14* seconds. |
This spell plants a marker at the feet of your target that explodes after 3 seconds, dealing holy damage. Damage increases with higher spell stages. Cooldown: 28, 24 or 20* seconds. |
Your healing is increased by 0.06%, 0.09% or 0.12%* for every 1% of your target's missing hit points. |
This beam spell deals death damage. Damage and length increase with higher spell stages. Cooldown: 10, 8 or 6* seconds. |
Combat Mastery |
Divine Empowerment |
Twin Bursts: Terra or Ice |
Drain Body |
Increases the defence value of shields by 10, 20 or 30*. Increases your critical extra damage by 4%, 8% or 12%* while wielding a two-handed weapon. |
Every 16th, 14th or 12th* attack creates a field of holy energy around your feet for 5 seconds. As long as you stand in this field, your dealt damage increases by 8%, 10% or 12%*. |
Decide wisely whether you want to cast ice or earth damage in a small area around you, as these two ring spells share the same cooldown. Both spells deal 20%, 40% or 60%* additional damage to targets with more than 60% of their hit points. Cooldown: 22, 18 or 14* seconds. |
This crippling spell debuffs all creatures in an area for 16 seconds. Grants 1%, 1.25% or 1.5%* mana leech and 3%, 3.75% or 4.5%* life leech against creatures debuffed this way. Cooldown: 12 seconds. |
Avatars (Revelation Perk) |
Unleash your true power and turn into a mighty avatar for a glorious moment. For 11 seconds, you benefit from 5%, 10% or 15%* damage reduction and all your attacks are critical hits with 5%, 10% or 15%* critical extra damage. Cooldown: 120, 90 or 60* minutes. |
|
|
|
|
Avatar of Steel |
Avatar of Light |
Avatar of Nature |
Avatar of Storm |
Vocation-specific Conviction Perks |
Battle Instinct |
Charm Enhancement |
Runic Mastery |
Runic Mastery |
Gain +8 shielding and +1 sword/axe/club fighting when 5 creatures are on adjacent squares. For each additional creature, you get +8 shielding and +1 sword/axe/club fighting more. |
The chance to trigger an offensive Charm (except for Cripple) is increased by 0.5%. |
If you use a rune that can be created by your vocation, your magic level is increased by 5. For example: Avalanche Rune. |
If you use a rune that can be created by your vocation, your magic level is increased by 5. For example: Great Fireball Rune. |
Battle Healing |
Ballistic Mastery |
Healing Link |
Beam Mastery |
For each creature challenged, you will heal yourself for a small amount. This amount doubles if you have less than 30% of your hit points. |
The critical extra damage for attacks with a crossbow is increased by 10%. If you attack with a bow, the damage of offensive Charms (except for Cripple) is increased by 0.2%. |
If you heal someone with Nature's Embrace or Heal Friend, you also heal yourself for 10% of the applied healing. |
For each target hit by a beam spell, the cooldown of all other spells is reduced by 1 sec (up to a maximum of 3 seconds) and the damage of this spell is increased by 10% (up to a maximum of 30%). |