YOUR GUIDE TO ARCANA76

Information

Know your abilities, build your equipment and make yourself at home. The rules you need, without a quest walkthrough.

First time here? Start with How to Play.

Getting Started & Controls

Create your account and character on the website, then install and open the game through the Arcana76 launcher.

Use 1–4 or the ability-bar buttons for your vocation abilities. Use the + beside an ability to spend one available point.

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Vocations & Abilities

Ryven, Brannor, Zelior and Belvar each have four abilities.

See the Vocations page for each ability’s mana, base cooldown, targeting and rank preview. Equipment and Magic Level change your actual results; the game shows your current costs and cooldowns.

Ryven’s passive reduces the remaining cooldowns of his other three abilities by 0.5 seconds for each successful ability cast, including Overcharge. Damage ticks, secondary rune effects, items, spoken spells and failed casts do not trigger it.

  • Base damage labels are per hit: per bolt or chain arrival, per Twin Beam pass, per Toxic Siphon tick, per Toxic Bloom pulse and per Plague Bloom wave. Total damage depends on which hits actually land.
  • Brannor’s normal Blaze burns once per second for four seconds. Belvar’s Toxic Siphon drains five times over five seconds and heals actual HP removed.
  • Temporal Field is a 21-tile area (5×5 without corners) lasting five seconds. Zelior gains personal +25% speed; valid party members inside gain +25%, and hostile monsters inside move 25% slower. Overlapping field and personal bonuses do not add together.

Read the full vocation and ability reference.

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Runes

The permanent Rune Pouch reaches players with the next signed client release: one matching rune per ability slot, to customize your four abilities.

There are 40 Very Rare runes that change a spell: 12 each for Ryven, Brannor and Zelior, and 4 for Belvar. There are also four Common Initiate runes and a Blank Rune.

Runes change how their assigned spell works. They do not grant random Magic Level, maximum HP, mana or cooldown-reduction bonuses.

Runes can’t currently be obtained in the game: monster rune drops, the Rune Mentor and the Rune Attuner are not active. This list shows what exists; it does not announce a new way to get runes.

  • The pouch stays equipped permanently. Slots 1-4 correspond to abilities 1-4, with at most one rune in each slot.
  • Drag a matching rune into its numbered slot and remove it to your backpack when you want to switch. You must be out of combat and free of a combat lock.
  • Only runes for your vocation and the matching ability slot are accepted. A rune in your backpack has no active effect; casting does not consume an equipped modifier.
  • Inspect an item to see its effect and assigned Rune Pouch slot. Common Initiate runes remain bound to their receiving character.
  • Rune damage percentages use the original ability damage before enemy mitigation. Resistance and rounding still apply. These modifiers are separate from ordinary consumable spell runes.

45 rune entries

Piercing Current Rune

Ryven · Very Rare

Energy Bolt

Energy Bolt keeps its normal homing hit, then pierces up to two more enemies for 70% damage within its remaining range.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 1

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Runic Echo Rune

Ryven · Very Rare

Energy Bolt

Energy Bolt sends one delayed echo at its target after 0.35s, dealing 45% damage.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 1

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Static Grip Rune

Ryven · Very Rare

Energy Bolt

Energy Bolt retains its full damage and slows the struck enemy by 30% for 1.5 seconds.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 1

  • Slow strength does not stack; slow-immune enemies resist it.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Arcane Relay Rune

Ryven · Very Rare

Arcane Mark

Consuming Arcane Mark transfers it once to a different enemy within 3 tiles. The new mark gives a later cast 15% bonus damage.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 2

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Arcane Reversal Rune

Ryven · Very Rare

Arcane Mark

Arcane Mark keeps its offensive bonus. When the marked enemy attacks you, it releases one 3x3 energy counterburst centered on that enemy for 100% Mark damage.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 2

  • Blocked or absorbed attacks can trigger the burst. The offensive bonus and counterburst can each occur once during the original 3-second mark.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Static Prison Rune

Ryven · Very Rare

Arcane Mark

Arcane Mark also marks enemies in a 3x3 area. Only the main target takes direct damage.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 2

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Living Conduit Rune

Ryven · Very Rare

Chain Arc

Chain Arc's first return through you grants a 3-second shield worth 200% of Chain Arc damage.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 3

  • The shield absorbs your next eligible hostile-monster hit before Mana Shield. One shield per cast; a new shield replaces the old one.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Resonant Circuit Rune

Ryven · Very Rare

Chain Arc

Chain Arc keeps its normal bounces. Hitting the same enemy a second time adds a focused discharge for 200% Chain Arc damage, once per cast.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 3

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Stormsplit Rune

Ryven · Very Rare

Chain Arc

Chain Arc splits into two chains after its first hit. Each branch keeps four further arrivals.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 3

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Initiate's Spark

Ryven · Common

Chain Arc

Chain Arc gains at most one final hop for 30% damage.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 3

  • Bound to the receiving character. It cannot be traded, sold or attuned.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Arcane Crescendo Rune

Ryven · Very Rare

Overcharge

During one Overcharge, land Energy Bolt and Chain Arc and apply Arcane Mark in any order to unleash one 3x3 finale.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 4

  • Overcharge keeps its normal area effects. All three abilities must contribute during the same activation.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Arcane Singularity Rune

Ryven · Very Rare

Overcharge

During Overcharge, each damaging ability cast adds one focused energy burst for 50% damage on its first enemy hit.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 4

  • Overcharge keeps its normal area effects. Echoes and branches cannot trigger extra bursts.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Stormrunner Rune

Ryven · Very Rare

Overcharge

During Overcharge, every 2 tiles you walk releases a 3x3 energy pulse, up to 3 pulses at least 1.5 seconds apart.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 4

  • Overcharge keeps its normal area effects. Teleports do not charge the pulses.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Cinderheart Rune

Brannor · Very Rare

Fire Bolt

Fire Bolt's Blaze lasts 8 seconds and deals 125% of its normal damage per tick.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 1

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Ember Fan Rune

Brannor · Very Rare

Fire Bolt

Fire Bolt fires three full-strength shots: one homing bolt and two angled side shots.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 1

  • Each enemy can be hit once per cast. Normal range, Blaze and Searing Impact are preserved.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Volatile Ember Rune

Brannor · Very Rare

Fire Bolt

A damaging Fire Bolt marks its target for 3 seconds. A different ability cast triggers one 3x3 burst for 60% Fire Bolt damage.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 1

  • Normal Fire Bolt, Blaze and Searing Impact remain. Burns and secondary explosions cannot trigger the burst.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Ember Echo Rune

Brannor · Very Rare

Fire Blast

Fire Blast echoes in the same area after 0.7s for 50% damage.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 2

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Firebreak Rune

Brannor · Very Rare

Fire Blast

Fire Blast becomes a 5-tile flame line with three full-strength pulses, one second apart.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 2

  • Each enemy is hit once per pulse and ignited on its first contact. You can have one line at a time.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Furnace Trap Rune

Brannor · Very Rare

Fire Blast

Fire Blast becomes a nonblocking trap in its normal area. After arming for 0.5 seconds, an enemy inside triggers a 125% blast and Blaze.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 2

  • The trap expires after 8 seconds. Recasting replaces the previous trap without detonating it.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Ashguard Rune

Brannor · Very Rare

Conflagration

Conflagration grants a 3-second shield worth 200% of your remaining burn damage on its target, capped at 120 HP.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 3

  • Your existing burn must already be on the target and is preserved. Normal damage and spread remain; shields replace each other rather than stack.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Flashpoint Rune

Brannor · Very Rare

Conflagration

Conflagration consumes your old Blaze for 150% of its remaining burn damage.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 3

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Funeral Pyre Rune

Brannor · Very Rare

Conflagration

Conflagration keeps its normal damage and burn spread. An already burning target gains a 4-second death mark.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 3

  • If it dies while marked, it releases one 3x3 burst for 60% Conflagration damage and ignites enemies. The burst does not create new death marks.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Furnace Orb Rune

Brannor · Very Rare

Pyroclasm

Pyroclasm replaces its bounces with three focused hits on one enemy, each at 125% damage and 0.7 seconds apart after arrival.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 4

  • Each hit keeps normal Blaze. If the target is no longer valid, remaining hits are cancelled.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Inferno Core Rune

Brannor · Very Rare

Pyroclasm

Every Pyroclasm hit creates a 3x3 fire blast for 35% damage. Overlapping blasts can hit the same enemy again.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 4

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Phoenix Arc Rune

Brannor · Very Rare

Pyroclasm

Pyroclasm travels 4 tiles outward and returns toward you, hitting each enemy once on each leg for 175% damage.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 4

  • The arc preserves Blaze, travels at 128 pixels per second and lasts at most 3.5 seconds. Walls stop it; enemies must actually meet the returning arc for a second hit.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Initiate's Ember

Brannor · Common

Pyroclasm

The first Pyroclasm enemy hit adds one small blast for 20% damage.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 4

  • Bound to the receiving character. It cannot be traded, sold or attuned.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Echoes of Tomorrow Rune

Zelior · Very Rare

Time Bomb

Time Bomb echoes at its explosion site after 0.8s for 50% damage.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 1

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Paradox Shard Rune

Zelior · Very Rare

Time Bomb

Time Bomb creates one nearby 3x3 bomb: 50% damage after 1.5s. It cannot repeat.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 1

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Temporal Implosion Rune

Zelior · Very Rare

Time Bomb

Time Bomb keeps its full damage and area, then pulls surviving eligible monsters one tile inward.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 1

  • Rooted or immovable monsters cannot be pulled. Walls, occupied tiles and floor changes stop the pull.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Initiate's Hourglass

Zelior · Common

Time Bomb

Time Bomb adds one single-target echo after 0.8s for 25% damage.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 1

  • Bound to the receiving character. It cannot be traded, sold or attuned.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Borrowed Seconds Rune

Zelior · Very Rare

Rewind

Rewind keeps its normal reduction and grants a 5-second charge: your next Time Bomb or Temporal Field starts with a cooldown 2 seconds shorter.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 2

  • At least 1 second of cooldown work remains, or 0.5 seconds under Time Surge. Failed casts preserve the charge.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Recall Anchor Rune

Zelior · Very Rare

Rewind

Rewind keeps its cooldown reduction and leaves an anchor for 3 seconds. Press ability 2 again to return to it within 5 tiles on the same floor.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 2

  • The return must be to a valid tile. It changes position only and gives no second cooldown reduction, healing or mana.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Temporal Renewal Rune

Zelior · Very Rare

Rewind

Rewind keeps its normal cooldown reduction and heals 20% of your maximum HP, up to the HP you are missing.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 2

  • It can still be cast at full HP at its ordinary mana cost.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Moment of Stillness Rune

Zelior · Very Rare

Temporal Field

Temporal Field keeps its speed effects and stops eligible enemies from acting for 3 seconds, once per field.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 3

  • After the stop, 5 seconds of shared immunity prevents continuous lockdown.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Synchronized Fate Rune

Zelior · Very Rare

Temporal Field

Temporal Field can hold up to 3 of your ready Time Bombs in its area for up to 2 extra seconds. Blasts that were held gain 25% damage once.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 3

  • Secondary bombs and echoes do not receive the bonus.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Wandering Hourglass Rune

Zelior · Very Rare

Temporal Field

Temporal Field follows you for 5 seconds. Its field speed bonus does not add to your personal Temporal Field speed bonus.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 3

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Second Dawn Rune

Zelior · Very Rare

Chronoshift

Chronoshift releases an expanding time wave on a successful revival or when its protection expires naturally.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 4

  • The wave deals Time Bomb-based damage and slows affected enemies by 25% for 1.5 seconds. Cancellation does not release a wave.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Temporal Aegis Rune

Zelior · Very Rare

Chronoshift

Chronoshift keeps its normal protection and adds a 5-second shield worth 35% of each protected target's maximum HP.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 4

  • Normal controls remain available. The shield absorbs before Mana Shield and lethal rescue; shields do not stack.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Time Surge Rune

Zelior · Very Rare

Chronoshift

Chronoshift keeps its normal protection. Your Time Bomb and Temporal Field cooldowns progress twice as fast for 6 seconds.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 4

  • This includes cooldowns already running. It does not refund mana or shorten Time Bomb's fuse.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Forked Bloom Rune

Belvar · Very Rare

Twin Beam

Twin Beam adds two weaker side beams in a fan, each dealing 50% damage.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 1

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Plague Seed Rune

Belvar · Very Rare

Twin Beam

Twin Beam kills erupt for 50% of the killing hit's damage, reaching up to 3 enemies within 2 tiles. The chain can cause up to 20 explosions.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 1

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Initiate's Spores

Belvar · Common

Twin Beam

An original Twin Beam kill creates one 3x3 burst for 20% damage. The burst cannot chain.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 1

  • Bound to the receiving character. It cannot be traded, sold or attuned.

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Echoing Siphon Rune

Belvar · Very Rare

Toxic Siphon

Each Toxic Siphon hit echoes after 0.4s for 60% damage, healing you for the damage dealt.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 2

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Verdant Aftershock Rune

Belvar · Very Rare

Plague Bloom

Plague Bloom adds two final-area aftershocks, 0.4s apart, each dealing 50% damage.

Not currently obtainable in the game

How it works

Rune Pouch: Ability 4

Acquisition: Runes can’t currently be obtained in the game. A rune you already have keeps working.

Blank Rune

Any · Very Rare

Attunement material

An unattuned rune base, separate from ordinary consumable spell runes.

Not currently obtainable in the game

How it works
  • Blank Runes cannot occupy a Rune Pouch slot or be cast as consumable spell runes.
  • Attunement consumes one Blank Rune and produces one Very Rare modifier for your vocation: 12 possible modifiers for Ryven, Brannor or Zelior; 4 for Belvar.
  • Runes have no random character-stat bonuses. Cancelling, relogging or retrying does not reroll the same Blank Rune.
  • No attunement service is currently available through normal gameplay.

Acquisition: It can’t currently be obtained in the game, and no attunement service is available.

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Ability Points & Progression

Character level, Magic Level and ability ranks are separate forms of progress.

The four playable vocations start at level 8. Each level above 8 adds one spendable Ability Point. Every ability starts at rank 1; buying its next rank costs one point.

Use the + control beside an ability to upgrade it. Its tooltip previews the next rank. Points can be saved for later; unspent points and character level alone do not add direct ability damage.

Four side quests each give one point, once per character. If you finished one of them before this reward existed, it still counts. Other quests do not give Ability Points.

Magic Level improves through qualifying mana expenditure and contributes to damage separately from purchased ranks. Drinking a fluid or simply recovering mana does not train it.

  • One-time bonus quests: Lights on the Little Isle; The Seventh Passenger; Something in the Wheat; Moonflowers for Marta.
  • Total earned point budget: character level − 8, plus those four possible quest points. For example, level 20 with two completed bonus quests has earned 14 points.
  • Overcharge, Rewind, Temporal Field and Chronoshift stop at rank 5. Damage abilities can progress beyond rank 5; crowd-control duration reaches its own limit separately.
  • There is no way to refund or reset your Ability Points. The Artificer’s specialization switch changes a wand, not ability ranks.
  • If death lowers your level, your spent points are cut back to what your new level allows. Vocation progression cannot drop below level 8.

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Monster Tasks

Monster Tasks are automatic, persistent hunting progress for each eligible monster species, separate from the main questline and sidequests.

Every eligible task is always active. Kills that award you ordinary experience advance that monster's task automatically: there is no NPC to visit, task to accept, reward to claim or limit on active tasks.

Open Monster Tasks with the skull icon in the right-hand panel icon bar, below Menu. The monster list shows each species, its current stage, kill progress, XP bonus and total kills. Use Find to filter by name, and click a star to keep favourite tasks at the top. Tracking only changes the display; untracked tasks still progress.

Each stage needs the new kills shown below, not that many lifetime kills. On completion, you automatically receive bonus XP equal to the stage's percentage of the ordinary XP you earned from that species during that stage. This is a completion reward, not an immediate multiplier on every kill. The next stage then starts at zero; Stage VI and later repeat every 2,000 new kills at +40%.

StageNew killsXP bonus on completion
I100+100%
II400+80%
III500+70%
IV1,000+60%
V1,500+50%
VI and later2,000+40%
Kill credit and saved progress

Each player who receives ordinary XP from an eligible monster's death gets one task kill, based on their own contribution. Party membership alone does not grant credit: there is no shared party XP. Your own damage and XP credited through your summon count together, never as two kills.

Only attackable monster species that give experience are eligible. Killing summoned or formerly summoned monsters does not advance tasks.

Progress is saved with your character and survives logout, relog and normal server restarts. Starred favourites are also remembered for each character in your client settings. Monster Tasks award experience; they do not award sidequest Ability Points or quest items.

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Wand Evolution

The Arcane Artificer develops your existing apprentice wand; you keep the same item.

Equip the apprentice wand in your active weapon hand. Say hi, then inspect, upgrade, combine, specialize or tutorial. Each paid offer states the price and requires yes; no cancels it.

Upgrades advance one tier at a time and are guaranteed when requirements are met. Payment uses carried coins and materials. There is no character-level requirement. If your inventory is full or the exchange fails, nothing is taken and nothing is given.

The tier table lists the price to reach that tier from the preceding one. Wand range stays three tiles, attack interval two seconds, mana cost zero and its original element stays unchanged.

The tier bonus of your equipped wand raises the base damage of your vocation abilities, fixed Blaze ticks included. It does not raise maximum-HP effects, and follow-up effects use the cast’s already raised damage instead of adding the bonus twice.

Arcane Shards can drop from Trolls, Orc Warriors, Cyclopes, Minotaur Mages and Vampires; Cores from the last four of them. The Artificer also combines 20 Shards and 250 gold into one Core.

  • Begin tutorial at the Artificer, then defeat 10 hostile Trolls with an apprentice wand equipped. This earns a once-per-character Tier I→II price of 2 Shards and 250 gold.
  • Tier III opens one specialization: Hunter, Channeler or Guardian. That choice stays with the wand through later upgrades.
  • Changing specialization at tier III or above costs 5 Shards and 1,000 gold and preserves the tier. Say specialize, choose hunter/channeler/guardian, then confirm yes.
  • A wand in a backpack grants no equipped bonus. Wand tier and specialization persist with the item, including storage and trade.
TierWand damageAbility base damageShardsCoresGold
1 — Base8–12+0%000
2 — Empowered11–16+8%50500
3 — Awakened15–21+16%1012,500
4 — Refined20–28+24%2038,000
5 — Ascended27–37+35%30625,000
Specializations at tiers III / IV / V
  • Hunter: the fifth consecutive damaging wand hit against the same hostile monster deals +35% / +50% / +70%. Target or weapon changes, failed hits or a 10-second gap reset the count. This is a wand-hit bonus, not an ability multiplier.
  • Channeler: vocation abilities cost 5% / 8% / 12% less mana, rounded up before existing refunds. Free abilities remain free. This does not alter cooldowns.
  • Guardian: +20 / +35 / +50 maximum HP while equipped. Equipping it does not heal you; removing it can clamp current HP to the new maximum.

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Equipment

Rarity and rolled attributes add equipment choices without character-level equip requirements.

Equipment may be Common, Rare, Very Rare or Legendary. Common generated equipment has no rolled affixes; Rare has two; Very Rare and named Legendary equipment have three. Legendary effects belong to specific named items, not every randomly generated piece.

Affix strength follows the defeated monster’s base experience tier, not your character’s level. Eligible equipment families have their own possible attributes. Existing vocation and slot restrictions still apply.

Equipped items contribute; backpack contents do not. Magic Level, maximum mana/HP, mana regeneration, cooldown reduction and damage resistances are distinct attributes.

Fixed item regeneration ticks do not run inside protection zones. This is separate from the vocation mana-recovery system and its percentage regeneration modifier.

Damage is rounded to whole numbers. A small Magic Level increase may not change a hit at all, especially when the bonus is divided among several hits or ticks; that does not mean the item stopped working.

  • Rolled equipment Magic Level is capped at +12; the percentage mana-regeneration bonus at 30%; each rolled resistance total at 35%. Fixed item properties are separately identified in tooltips.
  • Fluids are stackable and consume one unit when successfully used, even at full HP or mana. They do not create empty vials or award Magic Level by themselves.
Named Legendary effects
  • Hourkeeper’s Testament restores 20% of the ability’s paid mana cost after a successful vocation ability cast, with a 10-second cooldown.
  • Heartwood Covenant reduces a qualifying low-health hit by 20% when that hit would reach 35% HP or less, with a 30-second cooldown.

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Housing & Depot

Your depot is personal storage. All three Grayhaven lockers access the same character’s belongings.

From the temple, go upstairs into the large hall and leave through the east door. Look for the Grayhaven Depot sign by the bank at the north end of the plaza. Enter an empty booth through its stone arch and use the locker in front of you.

Use Look on a house door to see the house name, owner, rent and rental instructions. To rent a vacant house, stand outside facing its entrance door and say !buyhouse.

The first 30-day payment comes from coins you carry. Later rent comes from your bank balance: deposit money with the banker. Coins left inside a depot chest are not bank funds.

Unpaid rent produces depot warning letters and warnings when you are online. There is a seven-day warning period before eviction, processed at the server’s rent checks. Keep enough money in the bank rather than relying on a last-minute payment.

Say !leavehouse inside your house to give it up. Movable belongings are recovered to the owner’s personal depot; eviction uses the same recovery route. Item attributes and binding remain intact.

  • One house per character; premium is not required.
  • Inside the house, aleta sio edits guests; aleta som edits subowners; aleta grav edits the door you face. alana sio <name> removes a visitor you have permission to remove.
  • Guests can enter and handle ordinary house items. A guest invitation is not read-only storage access. Character-bound items keep their own ownership restrictions.
  • Subowners can edit the guest list, but not the owner’s subowner list. Invite only people you trust.
  • You currently can’t sell or hand over a house. Renting, guest lists, leaving a house and getting your belongings back in your depot all work.
HouseRent per 30 days
Anvil Cottage4,500 gold
Cooper’s Cottage4,000 gold
Fountain Row Loft7,000 gold

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Practical FAQ

A few current rules that are easy to miss.

  • Runes work only in their matching Rune Pouch ability slot and for the correct vocation. You can equip one per ability; backpack runes give no effect or random stat bonuses.
  • Runes do not replace Wand Evolution. Echoing Siphon is a Belvar rune; Hunter, Channeler and Guardian are wand specializations.
  • Talk to quest NPCs with hi, then mission. Accept a specific offer with yes, decline with no, and read the journal for the current objective. Unknown words do not advance quests.
  • Ability Points come from levels above 8 and four specific side quests, not every quest reward.
  • Death can cost experience, skill progress and carried items. A bound item is not automatically protected from death or cleanup. Exact losses depend on your character’s loss settings and protection, so there is no single percentage that fits everyone.
  • Arcana76 is currently a non-PvP world.

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