New spells added in Season 3 ​

Sorcerers: Conflagrate & Overload - "exori hur flam/vis"

Cast time = (level*0.016 + 3.2) seconds

Missiles fired over the duration = (level*0.038 + 4.80), rounded down

Mana cost = (#missiles*18 + level*0.50)

(these formulae are subject to change until and after the server's release)

Knights: Shield Bash / Seizure - "exevo min"

If the knight is wearing a shield, he will cast Shield Bash. Against players, Shield Bash reduces the damage dealt by targeted player by a certain percentage, scaling with the defense stat of the shield, for 7 seconds. Against creatures, the spell stuns the target creature for a certain duration, also scaling with the defense stat of the shield.

If the knight is wearing a two-handed weapon, he will cast Seizure. This spell deals single-target damage, and also reduces the healing that his target, player or creature, receives from any source by a certain percentage for 5 seconds. The strength of the debuff scales with the attack of the weapon.



Druids: Blessing of protection - "utito mas sio"

In this post we present you the new spells that are being added to the game with the launch of Season 3, and our thought process when designing and implementing them.Our intention is to keep doing this kind of analysis/teaser posts every couple of days until the server release. Let us know what you think about them!One known issue of Ruthless Chaos was that sorcerers needed more damage to differentiate themselves from druids and be more viable for teams. Therefore, we believed that they needed another single target spell to fit in their rotation. This spell should increase their DPS in team fights, while having some sort of drawback to prevent it from overpowering the vocation in hunting situations.Our first approach was to make a spell that rooted the player during the cast duration, similarly to the paladin spell Rapid Fire. However, the drawback was too strong in lategame bossfights, where player movement is an important component. For this reason, sticked to making it reduce the player's movement speed, so that the player would still be able to dodge boss attacks, but would not be able keep distance from creatures during solo-hunts. In order to adjust the spell to the power-curve of sorcerers, we had to do some adjustements. The spell needed to have a short duration and moderate global damage at lower levels, but could have a longer cast duration at higher levels. That's why we made both the cast time and the amount of missiles fired scale with the player's level. Finally, the mana cost had to be scaled with the level as well, for obvious balance purposes.That's why we came up with "" and "", both learned by sorcerers at level 50. When cast, the caster fires a rapid volley of missiles over a short duration, during which their movement speed is reduced by 60%. The duration and the amount of missiles of the spell scale with the player's level. The spell uses a variable amount of mana, scaling with the amount of missiles shot, and has a cast range of 4. Moving out of the cast range or the death of the target interrupt the spell early, returning the player their original movement speed.This spell aimed to solve two sepparate problems. Most importantly, the role of a knight in PvP was limited to skirmishes with a small amount of players. On larger battles, they simply served as magic-wall placers in the frontline. Knights needed one or several utility spells, like the paladin's Holy Thunder, to settle their role in larger battles.On the other hand, we wanted to improve the knight's role as a two-handed weapon damage dealer, in which he was clearly disadvantadged when compared to the other vocations. Increasing the damage was not an option, since it would overpower knights in solo-hunting situations. Again, a situational utility spell had to fullfil this role.They are actually two unique spells, but that can be cast with the same words ("exevo min") and share the same cooldown of 45 seconds. Knights learn these spells at level 130, and can cast them for 320 mana. The effect of the spellwords will be determined by the weapons the knight is holding.Wolf form used to give a passive magic level increase of 15%. Since it restricted offensive attacks, the idea behind this was to encourge the use of Wolf Form to healers. This was a feature from a time where no spells were specific of this form. In the current state of the game, where druids are not able to cast spells like Restoration, Healing Totem, Rejuvenation and Arcane Barrier outside wolf form, this plain buff no longer makes sense. That's why we removed the passive buff and rebalanced the spell's formulae. To keep the healing power of a druid equal, or even improve in scenarios with multiple healers, we added the spell Blessing of Protection.Blessing of protection is a druid spell learned at level 70. It costs 60 mana and increases the target's received healing from all sources by 10% for 2 minutes. This buff can be stacked by multiple healers in Wolf Form.