Full List of Vocation Adjustments

Knight

Strong Mana Potions

Knights can now use strong mana potions, as, for a long time, they were in need of a better way to refill their mana, especially at high levels.

Chivalrous Challenge (exeta amp res)

Remote monsters have been difficult to control and fight for knights alone and on team hunts for a while. Thus we felt a need to give knights a way to deal with them.

This new Chivalrous Challenge (exeta amp res) spell chains up to 5 creatures that prioritize creatures from a distance. Hit creatures become melee fighters for 12 seconds and change their target to the launcher for 6 seconds. An icon displays that a creature is affected by this spell. This spell cannot be used when fighting lever bosses.

  • Mana: 80
  • Cooldown: 6 seconds
  • Group CD: 2 sec
  • Level: 250

Fair Wound Cleansing (exura med ico)

We wanted to give knights a stronger healing spell at high levels that serves as an impetus to their regular healing abilities. Intense wound cleansing (exura gran ico) will remain the only strongest healing they can cast.

This new Fair Wound Cleanup spell (exura med ico) restores the pitcher’s health. Restores more health than exura ico but less than exura gran ico.

  • Mana: 90
  • Cooldown: 1 sec
  • Group CD: 1s
  • Level: 300

Blood Rage (utito tempo)

Our goal was to regain the original spirit of Blood Rage: sacrifice your defense for a better offense.

Blood Rage now increases all damage the Knight takes by 15%. This adds to the existing disadvantages of the spell. Casting Protector will now remove Blood Rage.

  • Mana: 290
  • Cooldown: 2 sec
  • Group CD: 2 sec
  • Level: 60

Note that you no longer have to switch between Blood Rage and Protector by going to Zoltan.

Protector (utamo tempo)

Our goal was to regain protector’s original spirit: to sacrifice your offense for better defense.

Protector now reduces all damage the Knight takes by 15%. It no longer prevents the Knight from attacking and instead reduces all outgoing damage by 35%. Casting Blood Fury will now take away Protector.

  • Mana: 200
  • Cooldown: 2 sec
  • Group CD: 2 sec
  • Level: 55

Note that you no longer have to switch between Protector and Blood Rage going to Zoltan

 

Increased damage from attack spells

To increase the overall offensive dexterity of knights, because they are no longer expected to always use Blood Rage, attack spells have been strengthened.

Front Sweep (exori min), Berserk (exori), and Fierce Berserk (exori gran) damage increased by 10%, while brutal strike (exori ico), Annihilation (exori gran ico), Groundshaker (exori plus) and Whirlwind Throw (exori hur) damage increased by 28%.

 

Druid

Nature’s Embrace (exura gran sio)

Our goal was to give Druids a way to react to unexpected damage spikes while healing allies and place more emphasis on their role as masters of healing for both their allies and themselves in high-level content.

Added a new Embrace of Nature spell (exura great sio) that restores a lot of health to the target. This spell cannot be cast on yourself.

  • Mana: 400
  • Cooldown: 60 sec
  • Group CD: 1s
  • Level: 300

Heal Friend (exura sio)

Because we added an alternative to exura sio by healing yourself in the form of Restoration (exura max vita), we decided to eliminate the possibility of healing you with Heal Friend (exura sio) so that it is more in line with the intended use of this capability.

Waste Reduction

Druids have the greatest waste compared to the other 3 vocations. These changes will slightly reduce this gap:

Terra Wave mana cost (exevo tera hur) has been reduced from 210 to 170 and the mana cost of Heal Friend (exura sio) has been reduced from 140 to 120.

 

Sorcerer

Great Fire Wave (exvo gran flam hur)

Our goal was to give sorcerers a second-wave spell to reduce the disparity in the number of waves between sorcerers and druids.

This new Big Wave of Fire spell (exvo gran flam hur) deals fire damage in an area directly in front of the launcher. The spell deals more damage than a Fireball Rune but less than an Energy Wave.

  • Mana: 120
  • Cooldown: 4s
  • Group CD: 2 sec
  • Level: 38

Expose Weakness (exori moe)

Sorcerers lacked a distinctive role in full team hunts. Exposing the weakness and strength of sap should make them a staple in any group.

This new Expose Weakness spell increases the sensitivity of all creatures hit all items for 16 seconds. An icon displays that a creature is affected by this spell.

  • Mana: 400
  • Cooldown: 12 sec
  • Group CD: 2 sec
  • Secondary Group CD: 12 sec
  • Level: 275

Sap Strength (exori kor)

This new Sap Strength (exori kor) spell reduces all damage dealt by creatures hit for 16 seconds. An icon displays that a creature is affected by this spell.

  • Mana: 300
  • Cooldown: 12 sec
  • Group CD: 2 sec
  • Secondary Group CD: 12 sec
  • Level: 175

Expose Weakness and Sap Force are support spells and share a cooldown. Creatures can suffer only from one instance of Expose Weakness and one instance of Sap Force at a time.

Wand of Darkness

Based on the feedback we’ve collected over the years, we adjust the power of the Wand of Darkness.

The damage of the Wand of Darkness has been changed from 80-100 to 75-95 and the critical bonus damage it grants has been reduced from +50% to +35%.

 

Sorcerer and Druid

Restoration (exura max vita)

Our goal was to improve the healing capabilities of both Druids and Sorcerers with the introduction of a spell intended to complement their existing variety of healing spells.

This new Restoration spell (exura max vita) is now the most powerful healing spell available to wizards.

  • Mana: 230
  • Cooldown: 6 seconds
  • Group CD: 1s
  • Level: 300

Magic Shield (utamo vita)

Until now, sorcerers and druids with Active Magic Shield (utamo vita) had more effective health points than knights and paladins. Our goal was to keep Magic Shield a defensive choice for sorcerers and druids, but no longer overshadow the robustness of knights. In our opinion, Magic Shield works well for knights and paladins, so we decided to keep the energy ring unchanged for these vocations.

As a result, the Magic Shield (utamo vita) spell has been reworked. Now it only absorbs a limited amount of damage before breaking.

  • The amount is based on the launcher level and magic level.
  • The cooldown of utamo vita has been increased from 2 seconds to 14 seconds.
  • Duration reduced from 200 seconds to 60 seconds.
  • The shield also breaks when your mana reserve runs out. Casting utamo vita while the shield is still active updates the amount of damage that can be absorbed. We added a way to track the amount of active shield in the user interface to help affected vocations adapt to their new defensive capabilities.

In addition to this change, sorcerers or druids can no longer use energy rings. We’ve added a new consumable item (Mana Shield Potion) that gives these vocations an option in dangerous situations to get this new Magic Shield without releasing it (cost: 1 silver token).

Cancel Magic Shield (exana vita)

Since Magic Shield has been completely redesigned, we wanted to give sorcerers and druids more control over the shield.

This new spell takes away an active magic shield.

  • Mana: 50
  • Cooldown: 2 sec
  • Group CD: 2 sec
  • Level: 14

 

Paladin

Great Mana Potions

Paladins can now use excellent mana potions, as Knights can now also use larger mana potions.

Quiver

Our goal was to improve the quality of life by using bows or crossbows. This includes the ease of reloading ammo, as well as giving paladins the same additional inventory space as the other vocations.

Paladins can now use a box that functions as an ammo container and is equipped in their shield slot. Arc and crossbow ranged attacks will now only use ammunition from these containers.

As a result of this change, all other vocations can no longer use bows and crossbows to fire ammunition.

Elemental Imbuements

Paladins have long been the vocation that had only very limited potential to adapt to the sensitivities of enemies. Our goal was to allow paladins the same flexibility as gentlemen today.

Ranged weapons can now be imbued with elemental imbutions. These imbutions do not apply to ammo that already deals elemental damage or diamond arrows.

Divine Dazzle (exana amp res)

With knights getting a way to control and fight monsters from a distance, we feel the need to give paladins a similar, albeit weaker, way to interact with them when it comes to their role in team hunts.

Added a new Divine Dazzle spell (exana amp res) that chains up to 3 creatures prioritizing creatures from a distance. Hit creatures become melee fighters for 8 seconds. An icon displays that a creature is affected by this spell. This spell cannot be used when fighting lever bosses.

  • Mana: 80
  • Cooldown: 16 sec
  • Group CD: 2 sec
  • Level: 250

Diamond Arrows and Spectral Bolts

Based on your feedback and the prevalence of using additional characters only to create diamond arrows, we decided to remove Conjure Diamond Arrows (big exevo with hur) and Conjure Spectral Bolt (big exevo with vis). In contrast, diamond arrows and spectral rays are now sold by NPCs and no longer last. Diamond arrows cost 100 gold each, while spectral rays cost 70 gold each.

Divine Dazzle replaces these spells as the new promotion spell.

Sharpshooter

Sniper’s distance skill bonus was often mentioned as too high and, with other improvements received by the vocation, we felt it was natural to weaken it slightly.

Sharpshooter’s distance skill bonus (utito tempo san) has been reduced from 50% to 40%.

 

All vocations

Switchable Spells

Changing spells through Zoltan was an archaic mechanic that had no real purpose after introducing secondary group cooldowns. With the following changes, we wanted to increase the quality of life by using the affected spells and possibly increase the use of some of the less commonly used spells:

  • Hell’s Core (exvo gran mas flam) and Rage of the Skies (exvo gran mas vis) can now be learned by sorcerers at the same time. They share a secondary group cooldown of 40 seconds.
  • Druids can now learn the Eternal Winter (formerly much colder) and the Wrath of Nature (exvo great plus tera) at the same time. They share a secondary group cooldown of 40 seconds.
  • Sniper (utito tempo san) and Swift Foot (utamo tempo san) can now be learned by paladins at the same time. They share a cooldown and a secondary group cooldown of 10 seconds.
  • Blood Rage (utito tempo) and Protector (utamo tempo) can now be learned by knights at the same time. Throwing Blood Rage takes off Protector and vice versa.
  • Ultimate Terra Strike (exori max tera) and Ultimate Ice Strike (exori max frigo) can now be learned by druids at the same time. They share a secondary group cooldown of 30 seconds.
  • Ultimate Flame Strike (exori max flam) and Ultimate Energy Strike (exori max vis) can now be learned by sorcerers at the same time. They share a secondary group cooldown of 30 seconds.

 

Increased base healing

The impact of intense healing (large exura) and intense healing rune were not in line with the other healing spells. Therefore, we slightly increased the healing impact of Intense Healing (Big Exura) and intense Healing Rune.

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