New Server
Overall
Similar to Legacy and Abaldar, the new server will have a few differences compared to the others. The new server will offer slower progression, several combat differences and much more.
Some of these changes may be imported to other servers based on feedback.
Overall monster strength increased by 20%.
Increased overall Quest Monsters Strength by 100%. Bosses included. Solo Quests are not affected.
Quest Bosses deal 2.5x damage to non-tank vocations and 10x to summons. Solo Quests are not affected.
Each dungeon completed in a day decreases the next dungeon's experience by a flat 10%. This is reset on daily reset.
Overall Dungeon Experience has been decreased by 25%.
Dungeon Experience for Awakening Levels has been decreased by 25%.
The overall experience formula has been increased by 10%. This means that players require 10% more experience for each level.
Stamina has been reduced from 8 hours to 4 hours. Passive Stamina regeneration has been disabled and with that, Stamina resets at server rollover. Furniture, Guild Refill and Stamina Brew refill only half of the current values.
Duplicated dimension spawns have been removed.
Tasks count only towards 4 players instead of 6 players. Rift player count reduced from 10 to 7.
Cooldown Reduction Changes
Maximum cooldown reduction cap reduced from 70% to 40%.
Global Cooldown Changes
Channel Spirit global cooldown increased from 0.1s to 1.5s.
Absorb Summon global cooldown increased from 0.1s to 1.5s.
Healing Spring global cooldown increased from 0.1s to 1.5s.
Remove Summon global cooldown increased from 0.1s to 1.5s.
Absorb The Elements global cooldown increased from 0.1s to 1.5s.
Fighting Prayer global cooldown increased from 1.0s to 1.5s.
Earth Kick global cooldown increased from 1.25s to 1.5s.
Flurry of Punches global cooldown increased from 1.25s to 1.5s.
Min Flurry of Punches global cooldown increased from 1.25s to 1.5s.
Strong Flurry of Punches global cooldown increased from 1.25s to 1.5s.
Knockout Punch global cooldown increased from 1.25s to 1.5s.
1000 Fists global cooldown increased from 1.25s to 1.5s.
Kamakazi Punch global cooldown increased from 1.25s to 1.5s.
Summon Earth Spirit global cooldown reduced from 2s to 1.5s.
Summon Energy Spirit global cooldown reduced from 2s to 1.5s.
Summon Fire Spirit global cooldown reduced from 2s to 1.5s.
Summon Water Spirit global cooldown reduced from 2s to 1.5s.
Summon Earth Spirit (Novice) global cooldown reduced from 2s to 1.5s.
Summon Energy Spirit (Novice) global cooldown reduced from 2s to 1.5s.
Summon Fire Spirit (Novice) global cooldown reduced from 2s to 1.5s.
Summon Water Spirit (Novice) global cooldown reduced from 2s to 1.5s.
Summon Earth Spirit (Loyal) global cooldown reduced from 2s to 1.5s.
Summon Energy Spirit (Loyal) global cooldown reduced from 2s to 1.5s.
Summon Fire Spirit (Loyal) global cooldown reduced from 2s to 1.5s.
Summon Water Spirit (Loyal) global cooldown reduced from 2s to 1.5s.
Summon Earth Spirit (Ancient) global cooldown reduced from 2s to 1.5s.
Summon Energy Spirit (Ancient) global cooldown reduced from 2s to 1.5s.
Summon Fire Spirit (Ancient) global cooldown reduced from 2s to 1.5s.
Summon Water Spirit (Ancient) global cooldown reduced from 2s to 1.5s.
Annihilation global cooldown reduced from 2.5s to 2s.
Phantom Expertise global cooldown reduced from 3s to 2s.
Phantom Proficiency global cooldown reduced from 4s to 2s.
Spell Cooldown Increase
Life Feast cooldown increased from 1s to 2s.
Healing Petal cooldown increased from 1s to 2s.
Flask of Rum cooldown increased from 1s to 2s.
Soothing Darkness cooldown increased from 1s to 2s.
Holy Blessing cooldown increased from 1s to 2s.
Heal Wounds cooldown increased from 1s to 2s.
Heal cooldown increased from 1s to 2s.
Quick Prayer cooldown increased from 1s to 2s.
Healing Ritual cooldown increased from 1s to 2s.
Light Healing cooldown increased from 1s to 2s.
Intense Healing cooldown increased from 1s to 2s.
Magic Heal cooldown increased from 1s to 2s.
Death Wave cooldown increased from 6s to 8s.
Sunfire cooldown increased from 6s to 10s.
Yaten Blade cooldown increased from 8s to 10s.
Festering Wounds cooldown increased from 8s to 12s.
Blade Storm cooldown increased from 9s to 10s.
Sound Explosion cooldown increased from 10s to 12s.
Holy Retribution cooldown increased from 10s to 12s.
Gathering Fear cooldown increased from 10s to 12s.
Hextouch cooldown increased from 10s to 14s.
Hex Grasp cooldown increased from 10s to 16s.
Spectral Barrage cooldown increased from 12s to 18s.
Witch's Cauldron cooldown increased from 12s to 20s.
Eternal Winter cooldown increased from 14s to 16s.
Wrath of Nature cooldown increased from 14s to 16s.
Hell's Core exhaustion increased from 14s to 21s.
Rage of the Skies exhaustion increased from 14s to 24s.
Expose Nightmares exhaustion increased from 18s to 22s.
Hex Storm exhaustion increased from 18s to 24s.
Subzero exhaustion increased from 20s to 24s.
Spell Cooldown Decreased
Lightstorm cooldown reduced from 14s to 12s.
Smoke Bomb cooldown reduced from 15s to 12s.
Feasting Bats cooldown reduced from 18s to 14s.
Napalm cooldown reduced from 20s to 16s.
Starfall cooldown reduced from 20s to 16s.
Abomination cooldown reduced from 20s to 18s.
Lullaby cooldown reduced from 30s to 24s.
General Changes

The Arena of Champions has been restructured from two floors to a single, unified floor.
Added support on the market for custom attributes, initially for Soul Shards and Glyphs.
Mountainrock and Haunted Town dungeons have been re-added.
Players may now purchase the Rift Knife from Darkness Lestrage for 3000 Archlight Tokens or complete the Dimensional Minerva's Crypt quest to get it for free.
Raids will now occur twice as often, with the cooldown between them cut in half. Base Raid Points have been reduced from 15 to 7. PvP Raids now grant an additional +3 Raid Points. The number of players receiving bonus points has increased from the top 5 to the top 10 contributors, though the amount of bonus points awarded to top players has been significantly reduced.
Character Stash
A new Character Stash has been added, giving each character a dedicated place to store and organize items outside of their inventory.
Items can be sent to the stash individually or by depositing the entire backpack with a single click. The Send to Stash option also lets you quickly move items directly from your inventory.
The stash includes search, filters, and sorting tools to help you quickly find what you’re looking for, along with multiple tabs so you can organize your items however you like.
Items stored in the stash can also be used directly for crafting or selling, meaning you no longer need to move them back into your inventory first.

Race Points System
The Race Points System replaces the previous direct race rewards with a points-based progression model.
Race objectives and conditions remain unchanged, but completing a race will now grant Race Points instead of fixed rewards. Races are no longer limited, allowing players to participate as many times as they wish.

Race Points Distribution
All players who complete a race will receive Race Points, with rewards scaled based on completion order.
Earlier completions grant significantly more points, while later completions still receive points but at reduced values. Some races may also have a soft cap, where the first group of players receives higher rewards, and later participants receive a smaller fixed amount.
Account-Wide Progression
Race Points are account-wide. Any character on the account can complete races and contribute to the same shared Race Point balance.
Seasonal Persistence
Race Points do not reset between seasons. Points earned remain permanently on the account, even as new seasons introduce additional races and cosmetic rewards.
Race NPC & Cosmetics
A dedicated Race NPC "Aureole Humbert" will offer cosmetic rewards that can be purchased using Race Points. These items include cosmetics from previous Abaldar and Legacy races, as well as new items added in future seasons.
Shop Rotation
The Race NPC shop uses a rotating inventory system, displaying five items at a time. Items remain available until either:
The item sells out, or
7 days pass since it was added to the shop.
When either condition is met, the item is removed and replaced with a new one.
Ramparts Siege
Ramparts Siege is a new recurring open-instance event where players enter a shared battlefield to fight multiple bosses and claim rewards. The event is open to everyone (no party required), with PvP enabled, and instances are separated by power brackets to keep encounters fair. Monsters defeated inside the event do not respawn.
Ramparts runs on a 3-day cycle. On the active day, the event opens four times, once every 6 hours. Players receive a 5-minute warning notification before it begins and can enter through a popup similar to the World Boss system. After each 6-hour window ends, the instance resets and all players are removed before the next opening begins.
Inside Ramparts, players will encounter multiple bosses. Any player who deals damage to a boss will receive rewards when it is defeated. Each boss can grant rewards once per day per character, so players who miss a boss in one opening can still join a later one on the same day.
After all bosses are defeated, a final reward chest appears. The chest can be opened once per day per character and requires at least one boss kill to unlock. The rewards scale depending on how many bosses the player defeated during the event.

Training
Trainers have been reintroduced, allowing players to train their characters to gradually gain Attack Power and Resistance over time. Training provides steady, long-term progression and can be accessed through trainers located at depots.
While training, gain progress toward both Attack Power and Resistance. A new Training section has also been added to the Character Panel, displaying current Attack Power and Resistance values, progress bars for each stat, and an estimate of the time required to reach the next milestone.
Players can also use Training Boost Tokens, available for 250 Archlight Tokens, which double training effectiveness for 1 hour. Multiple tokens can be used to stack duration.
To maintain server performance, several actions are restricted while training, including spell casting and certain combat interactions.

Bestiary Tracker
You can now enable an Active Tracker in the Bestiary for individual monsters to follow your progress in real time without keeping the full window open. It functions as a minimizable on-screen tracker, letting you monitor your progress while playing.
The tracker displays the monster name and icon, the monster type (Regular, Dimensional, Darkness, etc.) and your current step progress through a segmented progress bar. It also shows the number of monsters killed for that entry.

Monster Essence Changes
Monster Essence drop chances granted by items, stats, cosmetics, and other sources have been reduced by 50%. This adjustment is part of a broader effort to refine farming and progression, aligning essence generation with the new seasonal balance.
A new attribute has been introduced: Monster Essence Critical Chance. This stat gives Monster Essences a chance to critically trigger, increasing their value to 2.5× the normal amount when it occurs.
We have also unified all essence types. The previous Gold Essence, Archlight Token Essence, and Experience Essence have been merged into a single Monster Essence. When triggered, this essence now distributes rewards across those resources based on the monster’s original reward ratio, but at a balanced, reduced total value. This aims to make farming more consistent and less dependent on RNG spikes.
Monster Essences can now be collected in two modes: Automatic or Manual.
If stamina is locked, essences are always collected automatically. If stamina is unlocked, players can toggle between modes using !monsterEssenceToggle.
Automatic Mode: grants 100% of the essence value and is collected automatically.
Manual Mode: grants 200% of the essence value but requires the player to walk over the essence to collect it.
This rewards players who are actively hunting and moving through their pulls, particularly builds with smaller AoE or slower clear speeds.

Trophies
Trophies are physical items dropped by monsters, each tied to a specific monster type or family. Once obtained, trophies can be consumed and permanently added to a collection, where they are stored and displayed in a dedicated interface.

How It Works
Every monster belongs to a type or family (such as Undead, Beast, Demon, etc.) and has a chance to drop its corresponding Trophy. These items can also be traded through the market.
When a trophy is consumed, it is permanently unlocked:
Removed from the inventory
Added to the player’s collection
Contributes to overall progression
Each trophy provides a unique bonus, rewarding players for expanding their collection.
Darkness Trophies
Some monsters have Darkness variants, which drop separate Darkness Trophies. These are tracked independently but appear within the same interface under a separate section.

Prestige & Experience Progression Rework
The Prestige system has been reworked to remove level progression restrictions and allow players to continue leveling without interruption.
Previously, players would reach a level cap and be required to pay a Prestige before progressing further. With this update, levels are no longer hard-capped. Instead, players can continue leveling indefinitely, but experience gains will gradually decrease over time.
Experience Scaling
Every 500 levels, the following changes occur:
Experience gained is reduced by 10% (multiplicative).
A new Prestige level becomes available to be paid.
This experience reduction applies regardless of whether the player chooses to Prestige. Prestige is now optional and exists primarily to provide additional bonuses rather than gating progression.
A new item has been added: Prestige Level-Up Token.
Available for 5,000 Archlight Points
Replaces the resource requirements normally needed to increase a Prestige level (such as Dungeon Medals or Awakening Wands)
Players will still need to pay the required Gold and Archlight Tokens when using this item.
Auction System
The previous Lottery system has been replaced with a new turn-based Auction System.
Every 2 hours, a new auction cycle begins with five items selected from a random pool. Each item is auctioned over 5 turns, with every turn lasting 60 seconds, for a total duration of 5 minutes. All bids are placed using Archlight Tokens.
To participate, players must join and place their first bid during Turn 1. Once a player joins an item, they can continue increasing their bid in later turns or skip turns if they choose. However, new bidders cannot enter after the first turn, preventing last-second bidding.
Each player may participate in only one item per auction cycle. When the final turn ends, the highest bidder wins the item and pays their final bid amount, while all other participants automatically receive a full refund.

Endless Abyss Rework
The Endless Abyss has been redesigned into a farming activity focused on high experience gains.
Unlocked at level 500, players can enter once per day. Each day grants 2,000 creatures, which stack up to 10,000 if unused. When entering the instance, creatures spawn based on your current pool, and each kill consumes one creature. The run ends when the pool is depleted.
Difficulty tiers (Easy → Extreme) remain and now determine experience gained per creature, while loot stays unchanged. Regular monster loot and Monster Essence still drop, but completion rewards have been removed.
Sunflare Energy mechanic has been removed.

runs are limited to 30 minutes, with remaining creatures returning to the pool if the run ends or the player dies. A 5-minute cooldown applies before entering again.
Artifact System Changes


The Artifact system has been adjusted to better fit the current progression. While future content will expand the system further, the first three Artifact levels can now be obtained through existing activities.
Artifact Unlock
Complete 5 Feats to unlock the Artifact selection.
Choose one of the two available Artifacts.
Complete 5 additional Feats to obtain the second Artifact.
Artifact Level 2
Defeat 10 Raid Bosses to upgrade one chosen Artifact to Level 2.
Defeat 10 additional Raid Bosses to upgrade the second Artifact to Level 2.
Artifact Level 3
Defeat Archangel 5 times to upgrade the Corrupted Artifact to Level 3.
Defeat Bialzhar 5 times to upgrade the Arcane Artifact to Level 3.
Cosmetic Bonus Sharing
A new Cosmetic Bonus Sharing system has been introduced, allowing cosmetic bonuses to be partially shared across characters on the same account.
Players can designate one Main Character and up to three ALT characters. Once set, ALT characters will receive 50% of the cosmetic bonuses unlocked by the Main Character, letting players benefit from their cosmetic progression across multiple characters.
After selecting the Main and ALT characters, the setup becomes permanent and cannot be changed, so choose carefully.
Once configured, any cosmetic bonuses unlocked by the Main Character will automatically apply to the ALT characters at 50% effectiveness

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Talent Tree
The Talent Tree introduces a new layer of character progression and build customization. It allows players to gradually strengthen their character while shaping different playstyles and specializations.
Players earn Talent Points as they level up or complete key progression milestones. These points can be spent across a shared talent tree, unlocking various bonuses and effects.
The tree is shared across all vocations. Some deeper nodes are vocation-specific, providing powerful effects that enhance a class’ core mechanics.
The tree includes a variety of node types, ranging from small stat upgrades and utility bonuses to trigger-based effects and powerful keystone nodes that can significantly change how a character plays.
The system is designed so that early nodes provide clear, straightforward bonuses, while deeper sections introduce more impactful and specialized effects, encouraging players to experiment with different builds as they progress.


Earning Talent Points
Talent Points are obtained by progressing through many parts of the game, including:
Questlines such as Story, Side, Ashen, Olympus, and other major quest arcs
Major content completions like Ramparts, Zaqor’s Tower, Forgotten Islands, and Samurai quests
Progression milestones including Achievement Points, Challenges, ArchPass completion, Guild War participation, and Rift Lords
Nodes
Nodes are the core upgrades within the tree. Each node costs 1–5 Talent Points and grants different types of bonuses such as:
Combat stats (damage, resistance, attack speed, movement speed)
Experience and profession bonuses
Loot and resource improvements
System bonuses affecting mechanics like Monster Essence, professions, and dungeon rewards
Notables
In addition to regular nodes, the tree includes Notable bonuses: powerful effects that significantly impact gameplay.
Players unlock three Notable slots after spending 30, 60, and 90 Talent Points. Notables include both generic bonuses and vocation-specific effects that enhance class mechanics.
Examples include:
Unlocking additional Awakening, Glyph, or Soul Shard slots
Increasing system caps such as attack speed or cooldown reduction
Unique effects tailored to each vocation
Notables can be changed outside of combat for 200 Archlight Tokens, allowing players to adapt their builds for different situations.
Obtaining Talent Points
Quests
Story Quests
Each Story Quest grants 1 Talent Point on first completion.
Total: 17 Talent Points
Side Quests
Each Side Quest grants 1 Talent Point on first completion.
Total: 9 Talent Points
Ashen Quests
Each Ashen Quest grants 1 Talent Point on first completion.
Total: 4 Talent Points
Council of Marius Quests
Each quest grants 1 Talent Point on first completion.
Total: 2 Talent Points
Olympus Quests
Includes The Forgotten Gate, The Gauntlet, and Castle in the Clouds.
Each grants 1 Talent Point on first completion.
Total: 8 Talent Points
Darkness Olympus Quests
Each grants 2 Talent Points on first completion.
Total: 10 Talent Points
Ramparts
Completing Ramparts grants 3 Talent Points on first completion.
Content Completion
Zaqor's Tower
Completing Zaqor's Tower grants 5 Talent Points.
Forgotten Islands
Each island completion grants 2 Talent Points.
Total: 16 Talent Points
Samurai Questline
Completing the questline grants 5 Talent Points.
Progression Systems
Achievements
Reaching 500 Achievement Points grants 5 Talent Points.
Challenges
Completing 20 Challenges grants 5 Talent Points.
Rifts
Defeating 10 Rift Lords grants 3 Talent Points.
ArchPass
Completing the ArchPass grants 5 Talent Points.
Guild Wars
Participating in a Guild War grants 5 Talent Points.
Nodes
Overview
Nodes are the basic progression points within the Talent Tree.
Each node requires a fixed amount of Talent Points to unlock and provides a specific bonus.
Node Bonuses
1 Talent Point Nodes
+2% Profession Experience
+1% Gem Effectiveness
+10 Offensive Stats
+10 Defensive Stats
+10 Support Stats
+1% All Stats
+1% Resistance
+1% Attack Speed
+10 Movement Speed
+2% Overall Experience
+1% Damage vs Monsters
+5% Loot Slime Loot
2 Talent Point Nodes
+2% Profession Experience
+1% Gem Effectiveness
+500 Energy Cap
+2% PvP Damage
+5% PvP Damage Reduction
+20 Attack Power
+10% Elite Monster Spawn Chance
+10% Loot Slime Spawn Chance
+20% Gold Nugget Drop Chance
+2% All Stats
+6% Dungeon Experience
+2% Attack Speed
+20 Movement Speed
+10% Dark Matter Drop Chance
+5% Darkness Shard Drop Chance
3 Talent Point Nodes
+2% Profession Experience
+2% Gem Effectiveness
+3% Damage vs Monsters
+3% Resistance vs Monsters
+2% Health Regeneration
+2% Mana Regeneration
+10% Loot Slime Loot
+1 Profession Level (All)
+3% All Stats
+3% Attack Speed
+30 Movement Speed
+5% Overall Experience
4 Talent Point Nodes
+1% Monster Essence Crit
+2% Gem Effectiveness
+5% Summon Damage
+5% Summon Resistance
+30 Attack Power
+2% Profession Experience
+10% Damage vs Darkness Monsters
-10% Damage Taken from Darkness Monsters
+4% All Stats
+2 Profession Levels
+9% Dungeon Experience
+4% Attack Speed
+40 Movement Speed
5 Talent Point Nodes
+2% Monster Essence Crit
+3% Gem Effectiveness
+10% Summon Damage
+10% Summon Resistance
+2% Profession Experience
+5% Resistance vs Darkness Monsters
+5% Chance to Double Profession Gathering
+5% All Stats
+20% Monster Essence Rate
+20% Loot Rate
+30% Gold Drop
+5% Attack Speed
+50 Movement Speed
+8% Overall Experience
Notables
Unlocking
There are 3 Notable slots, unlocked when players spend:
30 Talent Points
60 Talent Points
90 Talent Points
Notables are stronger bonuses that significantly impact gameplay.
Players may replace Notables outside of combat for 200 Archlight Tokens.
Generic Notables
Unlock +1 Awakening Spell Slot
Unlock +1 Glyph Slot
Unlock +1 Soul Shard Slot
Gain 1 Attack Power every 5 Awakening Levels
Full Attack Speed counts toward ranged weapons when dual wielding
Increase Attack Speed cap by +1 attack per second
Increase Cooldown Reduction cap by +10%
Vocation Notables
Archer
Neutral: Auto attack range increased by +2
Flurry: Spell Damage scales Auto Attack Damage at a 10:1 ratio
Longshot: Auto attacks deal 5% more damage per tile of distance
Bard
Neutral: Damage dealt paralyzes enemies 20% for 1 second
Cleric: Healing grants +2.5% resistance and +2.5% damage for 3 seconds
Spellsinger: Allows one additional Shade summon
Berserker
Neutral: Gain 2 Attack Power per % health lost
Assault: Base Weapon Damage +4
Rage: Relentless Rage, Smash, and Thunderclap GCD reduced by 25%
Corsair
Neutral: Global Cooldown reduced by 20%
Cardmaster: +1 Attack Speed cap and +20% attack speed
Demolitionist: Second Wave and Napalm cooldown reduced by 2s
Death Knight
Neutral: Maximum Health +10%
Blood Knight: Blood abilities heal instead of consume health
Dark Knight: Damage increases 0.5% per 1% missing health
Druid
Neutral: Damage and healing +10% in transformations
Shaman: Ice spells +15% damage
Tree Spirit: Healing grants 2% max health regeneration over time
Guardian
Neutral: Overall damage +10%
Holy: Overall damage +10%
Protection: Max Health +5%, Resistance +2%
Gunslinger
Neutral: Explosive Rounds now chain up to 8 enemies within 4 tiles
Outlaw: Attack Speed cap +1 attack per second
Trickster: Clone damage +20%
Hexblade
Neutral: Maximum Hex Marks increased to 150
Doomcaller: Deals 120 damage in a 3x3 area each second at max Hex Marks
Bladebound: Vital Seal and Hex Execution always treat Hex Marks as max
Monk
Neutral: Healing Received +25%
Brawler: Base Weapon Damage +3, Attack Speed cap +1
Spiritmaster: Kick spells GCD reduced to 1 second
Necromancer
Neutral: Heal 2% of damage dealt as mana
Conjurer: Can summon one additional creature
Witch: Shadowform gains 5x5 AoE damage every 2 seconds
Rogue
Neutral: +15% damage from back attacks
Assassination: Damage-over-time +20%
Shadow: +10% damage to enemies not targeting the Rogue
Samurai
Neutral: Can enchant grip with Enflaming
Ronin: All spell GCD reduced by 20%
Shogun: Gains Tank classification, +10% HP, Taunt, +2% Resistance cap
Sorcerer
Neutral: Spell GCD reduced by 20%
Pyromancer: Fire spells +10% damage
Thunderlord: Infused Energy Beam +75% base damage, Mana Channel heals double
Tamer
Neutral: Summon-triggering spells GCD reduced by 25%
Beastmaster: Multiple pet buffs (damage, health, CC improvements)
Tracker: Mudslide Frenzy and Stampede cooldown reduced by 40%
Soul Shards
Soul Shards are special items dropped by certain monsters and bosses. Each shard carries a unique effect that can enhance your character. By collecting, upgrading, and equipping shards, players can unlock additional power and customize their builds.




Obtaining Soul Shards
Soul Shards drop from a variety of monsters across the game. Some monsters drop shards related to their type, while certain bosses drop unique shards only available from them. Generally, stronger monsters reward higher-tier shards.
Possible sources include:
Wild Bosses
World Bosses
Raid Bosses
Island Bosses
Ethereal Bosses
Elite Creatures
How They Work
When a Soul Shard is obtained, it is added to the Soul Shard interface, where players can view all collected shards and their current tiers.
Players can equip up to 3 Soul Shards at a time, each granting its effect while equipped. Shards can be freely equipped or removed outside of combat.
Upgrading
Duplicate shards can be combined to upgrade their tier. Higher-tier shards provide stronger versions of their effects, making them more powerful as players continue collecting them.
Soul Shard Bonuses
Increase your Health by 5%/10%/15%.
Increase your Mana by 5%/10%/15%.
Increase Resistance cap by 1%/3%/5%.
Increase Attack Speed cap by 0.3/0.6/1 attacks per second up to 10 attacks per second.
Increase Movement Speed Cap by +500/+1000/+1500.
Increase Experience received by 10%/20%/30%.
Increase Monster Essence Rate by +10%/+20%/+30%.
Increase Monster Essence Crit by +2%/+4%/+6%.
Increase Loot Rate by +20%/+40%/+60%.
Increase Attack Power by +50/+100/+150.
Increase Base Weapon Damage by +2/+4/+6.
Awakening Spells may hold 1/3/5 extra points.
Loot Slime loot increased by 5%/10%/15%.
Loot Slime spawn chance increased by 5%/10%/15%.
Elite Monster Monster Essence value increased by 5%/10%/15%.
Elite Monster spawn chance increased by 5%/10%/15%.
Damage against monsters increases by +5%/+10%/+15%.
Damage against bosses increased by +10%/+20%/+30%.
Damage received from monsters decreased by 5%/10%/15%.
Damage received from bosses decreased by 5%/10%/15%.
PvP Damage received reduced by 10%/20%/30%.
Cooldown Reduction increased by 3%/6%/9%.
Attack Speed increased by 4%/8%/12%.
Spell Damage increased by 5%/10%/15%.
Auto Attack Damage increased by 5%/10%/15%.
Rune Effectiveness increased by 10%/20%/30%.
Gem Effectiveness increased by 2%/4%/6%.
Professions Gathering Items chance to get double items increased by 2%/4%/6%.
Movement Speed increased by +25/+50/+75.
Dark Matter chance to drop increased by 3%/6%/9%.
Darkness Shard chance to drop increased by 2%/4%/6%.
Summon Damage increased by 3%/6%/9%.
Summon Resistance increased by 3%/6%/9%.
All stats increased by 4%/8%/12%.
Enchantment
Ricochet Enchantment bounces 2/4/6 extra times.
Enraging Enchantment overall damage bonuses increased by +3%/+6%/+9%.
Life Leech Enchantment healing increased by +1%/+2%/+3%.
Life Bloom Enchantement health regeneration increased by +0.3%/+0.6%/+0.9%.
Clear State Enchantment mana regeneration increased by +0.3%/+0.6%/+0.9%.
Enflaming Enchantment cooldown reduced by 15%/30%/45% and area increased by 1/2/3 tiles.
Hemorage Enchantment damage is now also increased by 10%/20%/30% of the user's Attack Power.
Stats
Base Physical Damage from stats increased by 0.05/0.1/0.15 per point.
Base Spell Damage from stats increased by 0.05/0.1/0.15 per point.
Base Magical Damage from stats increased by 0.04/0.08/0.12 per point.
Base Critical Chance from stats increased by 0.01/0.03/0.05 per point.
Base Critical Damage from stats increased by 0.01/0.03/0.05 per point.
Base Attack Speed from stats increased by 0.01/0.03/0.05 per point.
Base Health from stats increased by 0.1/0.25/0.5 per point.
Base Mana from stats increased by 0.1/0.25/0.5 per point.
Base Resistance from stats increased by 0.01/0.2/0.03 per point.
Base PvP Damage Reduction from stats increased by 0.005/0.01/0.015 per point.
Base Cooldown Reduction from stats increased by 0.01/0.03/0.05 per point.
Base Rune Effectiveness from stats increased by 0.05/0.1/0.15 per point.
Base Healing Received from stats increased by 0.05/0.1/0.15 per point.
Base Healing Provided from stats increased by 0.05/0.1/0.15 per point.
Base Monster Essence from stats increased by 0.1/0.2/0.3 per point.
Base Loot Rate from stats increased by 0.1/0.2/0.3 per point.
Base Gold Rate from stats increased by 0.2/0.4/0.6 per point.
Vocation Traits
A new Vocation Traits system has been introduced to strengthen the identity of every vocation and specialization.
While vocations already have distinct spell kits, this system adds always-active passive effects that clearly define what each role brings to solo play, party play, and different types of content such as quests, elites, and bosses. The goal is to make class roles more recognizable and allow players to better plan build choices and party compositions.
It’s important to notice that not all traits are buffs. Vocations have debuff traits attached to them, but it’s intentional to provide a clearer definition of the role of each vocation.

Structure
Traits are organized into three layers:
Base Vocation Traits – core passive effects that define the vocation’s general role
Specialization Traits – bonuses that push each specialization toward a clear direction (single-target, AoE, support, control, survivability, etc.).
Prestige Amplifiers – stronger effects that further enhance the specialization’s identity
All traits are permanent passive effects and remain active at all times.
Some traits also include conditional modifiers, granting additional bonuses in specific situations such as fighting bosses, clearing quest content, dealing with large groups of enemies, or playing solo versus in a party.
Party Effects
Certain traits provide party-wide bonuses that benefit nearby allies. These effects are designed to support group play without becoming mandatory. To prevent abuse, party-wide traits do not stack with themselves, while personal effects always apply.
Interface
Traits are displayed through an icon near the player’s health bar. Hovering the icon shows a tooltip with two sections:
Personal Traits – the passive effects granted by the player’s vocation and specialization
Party Traits – bonuses currently received from other party members.
Traits
Archer
Base Vocation
Auto attack damage dealt to ranged enemies increased by 5%.
Damage taken from ranged enemies reduced by 5%.
Critical damage increased by 25% against Crowd Controlled Enemies.
While Solo: Movement speed increased by 10%.
Flurry
Area damage increased by 10%.
Attack speed decreased by 5%.
Auto attack damage reduced by 5%.
Exotic Archer (Flurry)
Non-isolated targets: Area damage increased by an additional 3%.
While in Party: Party gains +2% increased damage. It doesn't stack with multiple Exotic Archer (Flurry).
Longshot
Auto attack damage increased by 1% per tile of distance from the target.
Critical chance against isolated targets increased by 5%.
Damage against grouped enemies reduced by 5%.
Exotic Archer (Longshot)
Damage towards main target increased by 5%.
Elite and Boss Enemies: Critical damage increased by 20%.
While in Party: Party gains 5% increased critical damage. It doesn't stack with multiple Exotic Archer (Longshot).
[Conditional Modifiers]
Inside Quests: Damage increased by 20%, damage received increased by 100%.
Boss Enemies: Overall damage increased by 3%.
Bard
Base Vocation
While in a party, increase personal damage 20% and 5% for allies.
While solo, resistance increased by +5%.
Cleric
Healing party members increased by 20%.
Area damage increased by 10%.
Party buff strength reduced by 3%.
Celestial Bard (Cleric)
Healing party members increased by an additional 15%.
Grant 3% resistance to party. It doesn't stack with multiple Celestial Bard (Cleric).
Spellsinger
Party buff strength increased by 10%. It doesn't stack with multiple Spellsinger.
Personal damage reduced by 5%.
Grant +10% maximum health and mana to all party members. It doesn't stack with multiple Spellsinger.
Against bosses: Reduces threat meter for 1% on auto attack.
Celestial Bard (Spellsinger)
Party buff strength increased by an additional 5%. It doesn't stack with multiple Celestial Bard (Spellsinger).
Grant 1% health and mana regeneration to all party members. It doesn't stack with multiple Celestial Bard (Spellsinger).
[Conditional Modifiers]
Inside Quests: Damage dealt increased by 10%, damage received increased by 100%. Party deals 10% more damage and receive 10% less damage. Tanks have this effect doubled.
Boss Enemies: Bosses receive 3% more damage for 2 seconds when damaged by a Bard.
Berserker
Base Vocation
Damage increased by 20% while below 40% health.
Healing received reduced by 20%.
While Solo: Lifesteal increased by 30%.
Assault
Single-target damage increased by 15%.
Bleed damage increased by 50%.
Area damage reduced by 25%.
Fierce Berserker (Assault)
Bleed damage increased by an additional 25%.
Boss Enemies: Overall damage increased by 20%.
While below 30% health: Damage taken decreased by 15%.
Rage
Area damage increased by 15%.
Damage increases by 0.1% per 1% of missing health.
Damage taken increased by 20%.
Fierce Berserker (Rage)
Additional damage increase by 0.05% per 1% of missing health.
Deal 10% more damage towards bleeding targets.
While below 40% health: Healing received increased by 50%.
[Conditional Modifiers]
Inside Quests: Damage increased by 20%, damage received increased by 80%.
Boss Enemies: Bleeding damage increased by 50%.
Corsair
Base Vocation
Cooldown reduction cap increased by a flat 5%.
Damage dealt towards targets at melee range increased by 10%.
Card Master
+5% Armor Penetration (ignores resistance).
Card effects are +20% stronger.
Area damage reduced by 10%.
Marauder Corsair (Card Master)
Additional +3% Armor Penetration (ignores resistance).
Card effects are +10% stronger.
While in Party: Party gains 5% monster essence. It doesn't stack with multiple
Marauder Corsair (Card Master).
Demolitionist
Gain +5% overall damage for 6 seconds while Cannon Barrage and Second Wave are casted.
While in Party: Party gains +5% cooldown reduction. It doesn't stack with multiple Corsair (Demolitionist).
Single-target damage reduced by 20%.
Marauder Corsair (Demolitionist)
Overall damage bonus while Cannon Barrage and Second Wave are casted has been updated to: +8% overall damage for 6 seconds.
While in Party: Party gains additional +5% cooldown reduction. It doesn't stack with multiple Marauder Corsair (Demolitionist).
[Conditional Modifiers]
Inside Quests: Damage increased by 30%, damage received increased by 90%.
Boss Enemies: Bosses take +2% overall damage from all sources after being hit by a Corsair on the last 5 seconds.
Death Knight
Base Vocation
Overall healing received increased by 10%.
Damage taken reduced by 30% while below 50% health.
Threat generation increased by 50%.
Blood Knight
Self-healing increased by 10%.
Damage dealt heals for 10% of damage.
Damage reduced by 20% when above 90% health.
Corrupted Death Knight (Blood Knight)
Self-healing increased by 15%.
Damage dealt heals for 15% of damage.
Damage reduced by 10% when above 90% health.
Dark Knight
Damaging enemies reduces their healing by 10% from all sources for 3 seconds..
Damage taken increased by 10%.
Damage increased by 10%.
Corrupted Death Knight (Dark Knight)
Damaging enemies reduces their healing by an additional 5% from all sources for 3 seconds..
Dark Knight damage increased by an additional 5%.
Boss Enemies: Single-target damage increased by 15%.
[Conditional Modifiers]
Inside Quests: Overall healing received increased by an additional 15%.
Boss Enemies: Damage taken reduced by 50%.
Druid
Base Vocation
While solo: Damage increased by 20%.
Shaman
Overall damage increased by 10%.
Crowd Control duration towards enemies will last twice as long.
Breaking freeze damage increased by 20%.
Ancient Druid (Shaman)
Overall damage increased by 15%.
Mana Regeneration increased by 10%.
Tree Spirit
While in party: Nearby allies regenerate 1.5% health and mana per second.
Healing increased by 10%.
Overall damage reduced by 15%.
Against bosses: Reduces threat meter for 1% on auto attack.
Ancient Druid (Tree Spirit)
While in party: Nearby allies regenerate 2% health and mana per second.
Allies healed receive 10% more heal from all sources for 10 seconds.
[Conditional Modifiers]
Inside Quests: Damage received increased by 100%. Crowd Controlled enemies receive 15% more damage.
Boss Enemies: Bosses receive 3% more damage for 2 seconds when damaged by a Druid.
Guardian
Base Vocation
Damage taken from Elite and Boss enemies reduced by 50%.
Party gains +5% monster damage reduction.
Threat generation increased by 50%.
Damage taken reduced by 20% when the enemy is at melee range.
While in a party, allies resistance by 5%.
While solo, damage increased by +20%.
Holy
Overall damage increased by 30%.
Resistance decreased by 15%.
Relentless Guardian (Holy)
Inside Quests: Damage increased by 20%, damage received increased by 50%.
Holy Shock and Holy Retribution mark enemies for 5 seconds. The next damage dealt to them will deal 10% more damage.
When an enemy critically hits, there's a 5% chance to stun them for 2 seconds.
Protection
Every second, enemies within melee range have their healing reduced by 10% for 1 second.
Holy Shock and Holy Retribution mark enemies for 5 seconds. The next damage dealt to them will deal 15% more damage.
Against bosses: Reduces threat meter for 1% on auto attack.
Auto attacking enemies taunts them.
Relentless Guardian (Protection)
Inside Quests: Damage received decreased by 20%.
Boss Enemies: Damage reduced by 50%.
[Conditional Modifiers]
Quest Enemies: Damage taken reduced by 30%.
Boss Enemies: 5% chance to reflect incoming damage.
Gunslinger
Base Vocation
Critical damage increased by 5%.
+3% dodge.
+5% Armor Penetration (ignores resistance).
Outlaw
Overall auto attack damage increased by 3%.
Execute enemies below 3% health.
Increase damage dealt towards bosses by 20%.
While in Party: Party critical damage increased by 10%.
Ace-High Gunslinger (Outlaw)
Overall auto attack damage increased by 5%.
Execute enemies below 5% health.
Trickster
Copies last 20% longer and deal 10% more damage.
Enemies hit deal 10% reduced damage for 2 seconds.
While in Party: Party critical chance increased by 10%.
Increase damage dealt towards Quest enemies by 20%.
Ace-High Gunslinger (Trickster)
Copies last extra 10% longer and deal extra +5% damage.
Enemies hit heal 10% less for 2 seconds.
[Conditional Modifiers]
Inside Quests: Damage increased by 10%, damage received increased by 120%.
Boss Enemies: Deal 10% more damage.
Hexblade
Base Vocation
Hexblade has a base life and mana leech of 0.5% of damage dealt.
Enemies with Hex Mark receive 0.1% more damage per Hex Mark.
Bladebound
Hex Mark damage increased by 0.05% per mark.
Damage towards main target increased by 20%.
Life and mana leech increased by 5%.
Area damage reduced by 10%.
Cursed Hexblade (Bladebound)
Hex Mark damage increased by additional 0.01% per mark.
Damage towards main target increased by additional 5%.
Life and mana leech increased by additional 3%.
Doomcaller
Area damage increased by 10%.
Hex Nova and Hex Storm also curse enemies, dealing 10% of its base damage per second for 3 seconds.
Cursed enemies receive 5% more damage from all sources.
Cursed Hexblade (Doomcaller)
Area damage increased by additional 5%.
Cursed enemies receive additional 3% more damage from all sources.
[Conditional Modifiers]
Inside Quests: Damage increased by 10%, damage received increased by 120%.
Boss Enemies: Life and mana leech increased by 25%.
Monk
Base Vocation
Attack speed increased by 10%.
+5% dodge.
Resistance decreased by 5%.
10% chance to avoid Crowd Control.
Brawler
Crowd Control duration increased by 50%.
Auto attack damage increased by 10%.
Damage dealt towards ranged enemies increased by 15%.
Mystic Monk (Brawler)
Damage dealt towards ranged enemies increased by additional 5%.
While in Party: Allies gain 2% increased dodge chance.
Damage against bosses increased by 10%.
Spiritmaster
Self healing increased by 20%.
Spell damage increased by 10%.
Auto Attack damage reduced by 20%.
Summon damage increased by 25%.
Mystic Monk (Spiritmaster)
Self healing increased by additional 5%.
Spell damage increased by additional 5%.
Summon damage increased by additional 25%.
[Conditional Modifiers]
Inside Quests: Allies gain +10% movement speed. Damage increased by 25%, damage received increased by 75%.
While In Party: Damage and healing reduced by 10%.
Boss Enemies: On receiving a damage higher than 10% of the Monk's maximum health, reduce the damage by 20%.
Necromancer
Base Vocation
Deal 10% more damage towards enemies with any damage-over-time condution.
Conjurer
Summon maximum amount increased by 1.
Self damage decreased by 20%, summon damage increased by 25%.
When an enemy that has been hit by the Necromancer dies nearby, there's a 3% chance to summon a temporary Skeleton to aid the Necromancer for 5 seconds. Chance is increased to 10% inside quests.
Dreadful Necromancer (Conjurer)
Boss Enemies: Summons deal 20% more damage.
When an enemy dies nearby, there's a 5% chance to summon a temporary Skeleton to aid the Necromancer for 5 seconds. Chance is increased to 15% inside quests.
Witch
Damage-over-time increased by 20%.
Self damage increased by 15%, summon damage decreased by 25%.
Dreadful Necromancer (Witch)
Damage-over-time increased by 25%.
Self damage increased by 20%.
[Conditional Modifiers]
Inside Quests:
Once per quest, if a Necromancer dies, they will ressurect after 5 seconds with 50% health and mana. While ressurecting they take may not move or cast spells, they still receive damage and may be killed.
Damage increased by 20%, damage received increased by 150%.
Boss Enemies: Damage-over-time and summons deal 25% more damage.
Rogue
Base Vocation
Dealing damage on the target's back deal 15% damage.
Overall damage reduced by 10% if the attacker is directly targetting the Rogue.
Isolated targets take 10% more damage.
Assassination
Bleed damage increased by 20%.
Area damage reduced by 15%.
Infamous Rogue (Assassination)
Bleed damage increased by 30%.
Boss Enemies: Damage against bosses below 20% health receive 50% more damage from the Rogue.
Shadow
+5% dodge.
Area damage increased by 10%.
Overall movement speed increased by 20%.
Infamous Rogue (Shadow)
+3% dodge.
Overall movement speed increased by 30%.
[Conditional Modifiers]
Inside Quests: Damage increased by 40%, damage received increased by 100%.
Boss Enemies: Backstab deal 15% additional damage.
Samurai
Base Vocation
Receive +3% chance to parry. Parrying completely denies an auto attack damage.
Ronin
Auto attack damage increased by 40%.
On parry auto attacks, deal 120 base damage and paralyze the enemy for 40% for 3 seconds. Receive +2% parry.
Dexterous Samurai (Ronin)
Auto attack damage increased by an additional 10%.
Healing received increased by 20%.
Shogun
Against bosses: Reduces threat meter for 1% on auto attack.
Auto attacking enemies taunts them.
Quest Enemies: Damage taken reduced by 20%.
Overall health increased by 20%.
Resistance increased by 5%.
Dexterous Samurai (Shogun)
Overall health increased by an additional 10%.
Resistance increased by an additional 3%.
While in Party: Party receives 1% parry chance.
[Conditional Modifiers]
Inside Quests: Damage increased by 30%.
Boss Enemies: Parry increased by +10%.
Sorcerer
Base Vocation
Base cooldown reduction increased by 5%.
Regenerate 1% mana every second.
Pyromancer
Area damage increased by 25%.
Burn damage and duration increased by 15%.
Single target spell damage reduced by 20%.
Grandmaster Sorcerer (Pyromancer)
Burning enemies receive 10% more damage and heal 5% less.
Thunderlord
Area damage decreased by 20%.
Single target spell damage increased by 20%.
Grandmaster Sorcerer (Thunderlord)
Crowd controlled enemies receive 20% more damage.
Overall mana regeneration increased by 5%.
[Conditional Modifiers]
Inside Quests: Party mana increased by 10% and overall spell damage increased by 10%. Damage increased by 30%, damage received increased by 120%.
Boss Enemies: Receive 50% more damage on auto attacks and 20% less damage on spells.
Tamer
Base Vocation
Dealing damage with spells mark targets for 5 seconds. First auto attack against a marked target deal 20% additional damage.
Tracker
Marked enemies take 5% increased damage from all sources.
Pet damage reduced by 50%.
Personal damage increased by 25%.
Movement speed increased by 40%.
Expert Tamer (Tracker)
Marked enemies take additional 3% increased damage from all sources.
Mark duration increased by 2 seconds.
Personal damage increased by 10%.
Movement speed increased by additional 10%.
Beastmaster
Pet damage and health increased by 20%.
Personal damage reduced by 40%.
Auto attacking no longer consumes the mark. Instead, any pet damage against marked enemies deal 10% additional damage on the first hit.
Expert Tamer (Beastmaster)
Pet damage and health increased by additional 5%.
Pet damage against marked enemies deal additional 10% damage.
[Conditional Modifiers]
Inside Quests: Pet damage increased by 10% and movement speed increased by 30%. Personal damage received increased by 100%.
Boss Enemies: Mark is not consumed on first hit. It instead lasts for the full duration.
Overall Balancement

Threat Meter
This is a very important mechanic in Archlight that has been neglected for the past seasons. With Vocation Traits being introduced, spells that decreased Threat Meter will be reviewed.
Corsair
Skull Cracker threat reduction reduced from 3 to 2.
Skull Cracker - Boss Killer Awakening Effect threat reduction reduced from 5 to 3.
Death Knight
Death Threat threat reduction reduced from 10 to 3.
Guardian
Soul Rune - Instigate Awakening Effect threat reduction reduce from 15 to 5.
Hexblade
Spectral Barrage - 175 > 160
Hex Lash - 200 > 180
Hextouch - 450 > 395
Hex Storm - 240 > 190
Rogue
Smoke Bomb threat reduction reduced from 8 to 3.
Shiv threat reduction reduced from 6 to 3.
Tamer
Distracting Shot threat reduction reduced from 3 to 2.
Distracting Shot - Guaranteed Awakening Effect threat reduction reduced from 8 to 3.