THE ARCANE VOCATIONS

Vocations

Four vocations, four abilities each. Every character starts at level 8 with all four abilities at rank 1, 185 health and 256 mana.

Damage is shown at rank 1 before Magic Level, equipment and target defenses. Ability ranks improve their listed base values. Your in-game bar shows current cooldowns. Learn about progression.

Ryven, in-game appearance
Rune & Arcane

Ryven

Ryven combines fast energy spells, arcane marks and chain lightning. Successful vocation ability casts shorten his other ability cooldowns, rewarding a varied rotation.

Damage type
Energy
Starting capacity
470 oz
Passive
Each successful Ryven ability cast reduces the remaining cooldowns of his other three abilities by 0.5 seconds. This includes Overcharge; failed casts, item uses, spoken spells, damage ticks and secondary rune effects do not trigger it.
  • 1Energy Bolt

    Mana 10 · CD 4s · 26 damage per hit, +2 per rank

    Fire a homing energy bolt at your current monster target.

  • 2Arcane Mark

    Mana 20 · CD 9s · 12 damage per hit, +1 per rank

    Deal energy damage and mark a monster for 3s. Your next damaging Ryven ability hit on it deals 25% more damage. The mark is used up by that one hit; damage over time and splash do not use it.

  • 3Chain Arc

    Mana 25 · CD 9s · 9 damage per hit, +1 per rank

    Bounce an energy bolt between nearby monsters for up to 5 hits.

  • 4Overcharge

    Mana 40 · CD 45s · up to rank 5

    For 8s, Energy Bolt, Arcane Mark and Chain Arc also damage nearby monsters. Only Arcane Mark's main target is marked.

Brannor, in-game appearance
Ember & Fire

Brannor

Brannor sets monsters ablaze and then punishes the ones that are already burning. He is the vocation for fighting groups.

Damage type
Fire
Starting capacity
470 oz
Passive
Damaging Brannor ability hits apply Blaze: one fire tick per second for 4 seconds. Equal or stronger hits refresh the burn; weaker hits do not prolong or downgrade a stronger burn.
  • 1Fire Bolt

    Mana 10 · CD 4s · 26 damage per hit, +2 per rank

    Deal fire damage and apply Blaze. 0.6s later, a Searing Impact hits the same target again for 30% of the bolt's damage and refreshes its Blaze without stacking. It is skipped if the target has died.

  • 2Fire Blast

    Mana 18 · CD 6s · 22 damage per hit, +2 per rank

    Choose a ground tile to blast nearby monsters with fire damage and a 4s burn.

  • 3Conflagration

    Mana 16 · CD 5s · 14 damage per hit, +1 per rank

    Deal fire damage and a 4s burn to a monster, spreading the burn to nearby monsters if the target is already burning.

  • 4Pyroclasm

    Mana 35 · CD 40s · 18 damage per hit, +1 per rank

    Bounce a fireball between nearby monsters for up to 5 hits, dealing fire damage and a 4s burn.

Zelior, in-game appearance
Hourglass & Time

Zelior

Zelior has one damaging spell, the Time Bomb, and three spells that bend time for himself and his party: shorter cooldowns, control of movement and a second life.

Damage type
Magic
Starting capacity
540 oz
  • 1Time Bomb

    Mana 15 · CD 4s · 38 damage per hit, +2 per rank

    Attach a 3s bomb to a monster or yourself, dealing area magic damage to monsters and detonating any previous bomb on the same target. Shift+1: self.

  • 2Rewind

    Mana 20 · CD 9s · up to rank 5

    Reduce the remaining cooldowns of Time Bomb, Temporal Field and Chronoshift by 5s.

  • 3Temporal Field

    Mana 15 · CD 9s · up to rank 5

    Create a 21-tile field (5×5 without the corners) for 5 seconds. You also gain 25% personal movement speed for 5 seconds. Party members inside move 25% faster and hostile monsters move 25% slower. These field effects end when they leave. The field and your personal bonus do not stack; the field deals no damage, root or stun. 15 mana; rank 1–5 cooldowns 9 / 8.5 / 8 / 7.5 / 7 seconds before equipment CDR. Shift+3 centers it on you.

  • 4Chronoshift

    Mana 40 · CD 45s · up to rank 5

    Protect yourself or a party member from death for 5s. A lethal hit triggers 3s of stasis, then revives them with 50% health. Shift+4: self.

Belvar, in-game appearance
Verdant & Poison / Decay

Belvar

Belvar fights from a few tiles away. He drains one monster to heal himself, covers groups with poison clouds and finishes them with an expanding burst.

Damage type
Poison
Starting capacity
575 oz
  • 1Twin Beam

    Mana 10 · CD 4s · 14 damage per beam, +1 per rank

    Fire two piercing 3-tile poison beams toward your monster target, or in your facing direction without a target.

  • 2Toxic Siphon

    Mana 18 · CD 9s · 8 damage per tick, +2 per rank

    Drain a hostile monster five times over 5 seconds, healing for the HP actually removed. A new Siphon replaces your previous drain.

  • 3Toxic Bloom

    Mana 30 · CD 30s · 5 damage per pulse, +1 per rank

    Create a stationary 3x3 cloud that poisons monsters each second for 5s, on your monster target's tile or a ground tile you choose.

  • 4Plague Bloom

    Mana 40 · CD 45s · 20 damage per wave, +1 per rank

    Release three expanding poison waves around your casting position: 3x3, a 21-tile blast, then a 73-tile burst.

Ready to choose?

The vocation is chosen when a character is created and cannot be changed afterwards. An account can hold several characters, so you can try more than one.