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Inferniarch: The Forgemaster

Quest weapon crafting from No Rest for the Wicked. It uses a base weapon and demonic materials, separately from Exaltation Forge tiers.

  • Access earned by keeping The Forgemaster alive against Arbaziloth
  • Separate Rending, Draining, and Siphoning recipes
  • Alchemia weapon identities and attributes are preserved

Alchemia Pass — Halloween

A seasonal progression track with objectives and rewards tracked inside the client.

  • Seasonal progression
  • Objectives and milestones
  • Rewards organized by tier

Task Board

A task board that organizes hunts, objectives, and rewards to guide the adventuring routine.

  • Trackable tasks
  • Hunting objectives
  • Progress and rewards

Power Beasts

Choose a beast instance that defines the avatar, familiar, and walking effect during transformation.

  • Avatar activated by Animagis or Fusio Bestialis
  • Familiar tied to the selected instance
  • Visual identity and movement effects

Wheel e Gems

A vocation specialization tree connecting perks, gems, and upgrades to the character build.

  • Vocation-specific paths
  • Perks and gems
  • Specialization choices

Combat Postures

Persistent postures with bonuses and tradeoffs that adapt combat without changing vocation.

  • One active posture at a time
  • Specialized bonuses
  • Tactical tradeoffs

Moon Events

Eight lunar phases following the world calendar affect training and, during specific phases, Alchemy results.

  • Eight deterministic phases
  • Training bonuses
  • Brewing and double-potion modifiers

Guia Progressivo

Orientacao dentro do cliente para apresentar os sistemas liberados durante a evolucao do personagem.

  • Level 20: promocao, Gems e Power Beasts
  • Levels 51, 100, 150 e 200: Wheel, avatar, posturas e familiar
  • Aviso discreto que abre a explicacao completa

Alchemia Mage Assistance (AMA)

Assistente configuravel de combate e suporte para uso com o jogador presente e participando.

  • Perfis de cura, ataque, suporte e ferramentas
  • Presets configuraveis
  • Nao autoriza jogo autonomo ou uso como bot

Imbuements de Alchemia

Sistema custom de aprimoramentos com compatibilidades proprias para wands, armas melee e equipamentos.

  • Wands: Life Drain, Mana Drain e Critical
  • Elementais ofensivos somente em armas melee
  • Power Greedy, Artificer's Focus e Weapon Mastery

Market e Exaltation Forge

Mercado e Forge usam a classificacao e os Forge Tiers reais de cada equipamento, inclusive os itens custom de Alchemia.

  • Busca e filtros estruturados
  • Class 1-4 separada do Forge Tier 0-10
  • Fusion, Transfer, Convergence e historico transacionais

Weapon Proficiency

Cada arma possui sua propria trilha de progresso e perks; somente a trilha da arma exata equipada aplica seus bonus.

  • Equipe a arma exata e entre em Protection Zone para escolher perks
  • Cada nivel exige progresso naquela propria track
  • Trocar de arma desativa os bonus da track anterior; reequipar ou relogar restaura as selecoes salvas

Rune Bags Elementais

Bolsas universais de runas ocupam a mao direita e fortalecem somente runas consumidas diretamente de seu interior.

  • Versoes base de 10 a 30 slots
  • Sete Empowered Rune Bags de Energy, Fire, Earth, Ice, Death, Physical e Holy
  • Craft com uma Rune Bag vazia, um catalisador elemental de boss e Magecraft 40-100

Offline Training

Progresso offline de skills compativeis por training statues e camas, com controle de sessao e ocupacao.

  • Weapon Fighting, Magic Level, Magic Resist e Shielding
  • Shielding direto recebe eficiencia superior
  • Magecraft e Runemaking nao treinam offline

Duelos PvP

Desafios de uma rodada, 1x1 ou entre grupos iguais de ate cinco jogadores, na Ice Arena exclusiva dos duelos.

  • Casual gratuito ou aposta em Gold/Alchemia Coins
  • Lider paga pela party; premio liquido dividido entre vencedores
  • Taxa fixa de 7% e quatro faixas de monstros por level

Desafios de Bosses

Entradas oficiais de bosses oferecem Normal, Heroico e Mitico sem remover acessos, custos ou cooldowns originais.

  • Adaptador de dificuldade nas 59 alavancas BossLever
  • Roster, ready coletivo e unlock por boss
  • Dificuldades preservadas; sem instancias privadas de bosses

Competitivo de Alchemia

Evolucao futura dos duelos depois da validacao de combate, instancias e seguranca economica.

  • Best-of-3 e historico
  • Temporadas, ranking e torneios
  • Espectadores com protecao contra abuso
Combat Postures

Bonuses and tradeoffs

One active posture at a time; requires the corresponding promotion.

Metamorph · habitus lupi

Frost Wolf

Level 150 · 250 mana · Cooldown 10s

Werewolf form and Ice control: reach, jumps, slows and freezes depend on the spell.

  • Ice damage: +8%
Affected spells
  • Ice Strike · glacius

    Range 4 -> 5

  • Ice Chain · nexus glacius

    Jump range 4 -> 5; target count and total damage remain unchanged

  • Beast Frost · glacius bestialis

    Legal non-boss targets are slowed 10% for up to 1.5s after crowd-control DR

  • Frozen Impact · glacius brutus

    Freezes at most one legal non-boss victim for up to 0.75s after hard-control DR

  • Feral Frost · glacius ferox

    Final paw slows 15%/1.5s PvE or 10%/1s PvP

  • Grand Ice Wave · unda glacius magna

    Freezes at most one legal non-boss victim per cast: up to 1s PvE, reduced by hard-control DR in PvP

Metamorph · habitus ursi

Bear Skin

Level 150 · 250 mana · Cooldown 10s

Bear form: resilience, healing and protection traded for mobility and damage. Beast Taunt challenges enemies around the caster.

  • Ice damage: -8%
  • Physical damage: -6%
  • Magic Resist: +12%
  • Speed: -15
  • Shielding: +10%
  • Greater Healing final healing: 1.1x
  • Vital Shield capacity: 1.1x
Affected spells
  • Greater Healing · sanatio magna

    +10% final healing

  • Vital Shield · protego vitalis

    +10% capacity and +1s duration

  • Beast Taunt · probrum bestiale

    Changes from a forward challenge into a 3x3 challenge centered on the Bear

Metamorph · habitus pantherae

Panther Paw

Level 150 · 250 mana · Cooldown 10s

Panther form: pursuit, Physical strikes, evasion and root removal through the affected spells.

  • Physical damage: +5%
  • Speed: +15
  • Effective Weapon Fighting: +8
Affected spells
  • Panther Claw · unguis pantherae

    Exclusive critical bonus rises from +4 to +8 percentage points

  • Panther Rupture · ruptura pantherae

    Performs the complete two-swipe physical pattern

  • Savage Combo · brutus fera

    Pulse interval 200ms -> 150ms; hit count and total per-hit formula are unchanged

  • Evasion · instinctus evasio

    Dodge chance 10% -> 15% for the same 4s window

  • Hunting Instinct · instinctus venator

    Cleanses root/paralysis and grants 1.5s root resistance (PvP consumers cap it to 0.75s)

Flux Master · habitus ignis

Fire Flux

Level 150 · 250 mana · Cooldown 10s

Specializes natural Fire spells with expanded areas and additional burning effects. Energy spells are not converted to Fire.

  • Fire damage: +8%
Affected spells
  • Fire Strike · ignis

    Adds Scorch: 12% of confirmed damage over 3 ticks

  • Fire Burst · explosio ignis

    Adds 4 cardinal fringe cells at distance 2 for 50% damage; Scorch 12%/3 ticks

  • Fire Wave · unda ignis

    Wave grows from WAVE4 to WAVE5; adds 10% afterburn over 3 ticks

  • Grand Fire Wave · unda ignis magna

    Wave grows from WAVE5 to WAVE7; 4 outer fringe cells deal 60%; afterburn 10%/3 ticks

  • Fire Chain · nexus ignis

    Keeps 5 links and adds Scorch equal to 10% over 3 ticks

  • Fire Lance · hasta ignis

    Keeps its target line and adds 15% Scorch over 3 ticks

  • Fire Eruption · eruptio ignis

    Three phases become 70% center -> 100% ring 3 -> 115% ring 5; outer hit adds 10% Scorch

  • Arcane Flame · nexus arcani et ignis

    Six pulses become 4 Fire + 2 Energy; the Fire sequence adds 12% afterburn

Flux Master · habitus arcani

Energy Flux

Level 150 · 250 mana · Cooldown 10s

Specializes natural Energy spells with critical chance, bounces, reach and slows. It does not grant generic Spell Power.

  • Critical chance of eligible Energy spells: +6 p.p.
Affected spells
  • Arcane Strike · ictus arcanus

    Adds 1 Energy bounce at 40% to the nearest legal target within 4 sqm

  • Arcane Wave · unda arcana

    Beam grows from 5 to 7 sqm; hit slows 15% for 1.5s

  • Grand Arcane Wave · unda arcana magna

    Expands into the wide 6-row Arcane wave; central axis deals +10% and slows 12% for 1s

  • Energy Chain · nexus arcani

    Adds +6 percentage points Energy critical chance; 25% chance to return 40% damage to the first target

  • Energy Pulse · repulsio arcana

    Sequence becomes 3x3 -> 5x5 -> 5x5; final rebound deals 30% and slows 10% for 1s

  • Thunderstorm · tempestas arcana

    Keeps 5 cardinal storm anchors; center deals +10% and hits slow 10% for 1s

  • Energy Collapse · collapsus arcanus

    Inner 3x3 deals 115%, outer cells 70%; hit slows 10% for 1s after the 450ms telegraph

  • Arcane Flame · nexus arcani et ignis

    Six pulses become 2 Fire + 4 Energy; up to 2 Energy arcs deal 20% to nearby targets

Flux Master · habitus instabilis

Unstable Method

Level 150 · 250 mana · Cooldown 10s

Compatible spells split their damage between Fire and Energy and use areas specific to this posture. The combination does not create a second attack.

  • Fire damage: +3%
  • Energy damage: +3%
  • Speed: +5
Affected spells
  • Fire Strike · ignis

    Same short strike; confirmed damage resolves 50% Fire / 50% Energy and adds 6% Fire afterburn

  • Arcane Strike · ictus arcanus

    Same short strike; 50% Fire / 50% Energy plus 1 bounded 20% Energy fork within 4 sqm

  • Fire Burst · explosio ignis

    Target burst keeps its core and adds 4 delayed Energy fringe cells at 20%; total hit resolves 50/50

  • Fire Wave · unda ignis

    Changes to the 5-row trident wave; every hit resolves 50% Fire / 50% Energy

  • Arcane Wave · unda arcana

    Changes from a beam to the 5-row trident wave; every hit resolves 50% Energy / 50% Fire

  • Grand Fire Wave · unda ignis magna

    Changes to the 5x5 trapezoid wave; every hit resolves 50% Fire / 50% Energy

  • Grand Arcane Wave · unda arcana magna

    Changes to the 5-row three-pronged wave; every hit resolves 50% Energy / 50% Fire

  • Fire Chain · nexus ignis

    Keeps its 5-link chain; every confirmed link resolves 50% Fire / 50% Energy

  • Energy Chain · nexus arcani

    Keeps its 5-link chain; every confirmed link resolves 50% Energy / 50% Fire

  • Fire Lance · hasta ignis

    Same target lane; 50% Fire / 50% Energy plus one delayed Energy echo at 15%

  • Energy Pulse · repulsio arcana

    Three phases become 3x3 -> cross 5 -> ring 5; each pulse resolves 50% Energy / 50% Fire

  • Thunderstorm · tempestas arcana

    Five strikes move from cardinal to diagonal anchors; ring contracts to 5x5 and damage resolves 50/50

  • Energy Collapse · collapsus arcanus

    Keeps the clipped 5x5 telegraphed collapse; confirmed damage resolves 50% Energy / 50% Fire

  • Fire Eruption · eruptio ignis

    Keeps center -> ring 3 -> ring 5 phases; each phase resolves 50% Fire / 50% Energy

  • Arcane Flame · nexus arcani et ignis

    Keeps 6 alternating pulses; each pulse resolves one bounded 50% Fire / 50% Energy budget

Master Herbologist · habitus veneni

Poison Touch

Level 150 · 250 mana · Cooldown 10s

Earth and poison damage over time with extended reach and light slow; no added root or healing-received reduction.

  • Earth damage: +6%
  • Eligible poison spell damage over time: +12%
  • Additional range of eligible poison spells: +1
Affected spells
  • Poison Strike · toxicum

    +1 range (maximum 7); +12% delayed damage; slows 10%/1.5s PvE or 5%/1s PvP

  • Nature Strike · impulsus naturae

    +1 range (maximum 7); +12% delayed damage; applies the posture's light slow

  • Deadly Poison · venenum letale

    +1 range (maximum 7); total DoT rises 12%; direct Earth hit applies the light slow

  • Poison Chain · nexus veneni

    Initial range 6 -> 7; delayed damage +12%; each legal Earth hit applies the light slow once

  • Toxic Burst · ruptura toxica

    +1 range (maximum 7); delayed damage +12%; direct Earth hit applies the light slow

  • Root Wave · unda radicis

    +12% delayed damage; direct Earth hit applies the light slow without adding a root

  • Nature Cataclysm · cataclysmus naturae

    +12% delayed damage; direct Earth hit applies the light slow without adding a root

Master Herbologist · habitus sanationis

Healing Herbs

Level 150 · 250 mana · Cooldown 10s

Chain healing for a wounded ally. The affected restorative spells also damage eligible creature families while respecting immunities.

  • Healing Power: +20%
  • Share of Greater and Maximum Healing received by the secondary ally: 25%
Affected spells
  • Greater Healing · sanatio magna

    After the main heal, restores 25% to the most wounded ally within 6 sqm

  • Maximum Healing · sanatio maxima

    After the main heal, restores 25% to the most wounded ally within 6 sqm

  • Living Garden · hortus vivus

    Eligible Demon, Undead and Lycanthrope enemies take Restorative damage equal to 50% of effective healing

  • Nature Blessing · benedictio florae

    Eligible Demon, Undead and Lycanthrope enemies take Restorative damage equal to 60% of effective healing

  • Power Healing · sanatio potens

    Eligible Demon, Undead and Lycanthrope enemies take Restorative damage equal to 35% of effective healing

  • Verdant Reversal · sanatio versa

    Never heals; deals 85% Restorative damage only to eligible non-boss monsters

Master Herbologist · habitus spinarum

Thorn Dominion

Level 150 · 250 mana · Cooldown 10s

Root and slow specialization without generic damage bonuses. Durations and immunities differ between PvE and PvP.

    Affected spells
    • Root · radix

      Root becomes 2s PvE or 0.75s PvP before stronger-source and diminishing-return caps

    • Root Wave · unda radicis

      Wave root becomes 1.4s PvE or 0.5s PvP before stronger-source and DR caps

    • Grand Nature Wave · unda naturae magna

      Wave uses the controlled root budget: 2s PvE or 0.75s PvP before caps

    • Nature Cataclysm · cataclysmus naturae

      20% chance to root one normal monster for 1.5s; summons and bosses remain immune

    • Poison Chain · nexus veneni

      Earth hits apply a strong slow: 20% for 1.5s PvE or 10% for 1s PvP

    • Toxic Burst · ruptura toxica

      Earth hits apply a strong slow: 25% for 2s PvE or 10% for 1s PvP

    Blood Comensal · habitus magikae sanguinis

    Blood Magika

    Level 150 · 250 mana · Cooldown 10s

    Compact areas and reach trade damage for health recovery. Recovery uses confirmed damage and spell, PvE, boss and PvP caps; it is not global equipment leech.

    • Eligible spell raw damage: 0.9x
    • Eligible spell range, subject to each spell limit: -1
    • Single-target health recovery from confirmed damage, before caps: 24%
    • Area primary-target health recovery, before caps: 16%
    • Recovery per additional target, before caps: 1.6%
    Affected spells
    • Slash Wave · sectio

      Death damage x0.90; beam contracts to 4 sqm; area recovery uses 16% primary + 1.6% per additional target

    • Pain Strike · dolor tenebrarum

      Range 5 -> 4 and Death damage x0.90; single-target recovery equals 24% of confirmed damage

    • Soul Drain · haustus animae tenebrarum

      3x3 Death pulse; executes eligible normal monsters below 3%; one eligible kill cleanses Curse, Bleed or Poison

    • Essence Drain · exhaustio essentiae tenebrarum

      Range 5 -> 4 and Death damage x0.90; restores health from confirmed damage, with no mana drain

    • Death Curse · maledictio tenebrarum

      Range 5 -> 4 and Death damage x0.90; keeps the exclusive Major Malediction and restores health

    • Dark Cataclysm · cataclysmus tenebrarum

      After 450ms, detonates a dense 3x3 circle; applies Major Malediction and Blood area recovery

    • Death Wave · unda tenebrarum

      Directional Death wave contracts to WAVE4; area recovery settles once per cast

    • Blood Siphon · siphon sanguinis

      Range 5 -> 4; restores 24% of confirmed damage as health, subject to Blood caps

    • Shadow Hex · sigillum tenebrarum

      Sigil contracts to a 3x3 circle; slow/decay stay inside damaged cells and health recovery settles once

    • Shadow Strike · tenebrae

      Target-anchored cross stays 5x5; range becomes 4 and confirmed damage restores health

    • Soul Break · fractura animae tenebrarum

      Self-centered ring stays 5x5; applies Major Malediction and area health recovery

    • Blood Pulse · pulsus sanguinis

      Tracked range becomes 4; three pulses keep stable weights and settle 24% health once per cast

    • Shadow Burst · explosio tenebrarum

      Self-centered 3x3 Death burst with Curse; restores health once and does not jump the Curse

    • Blood Chain · nexus sanguinis

      Chain becomes 4 targets, initial range 4 and jump range 3; recovery settles once

    • Blood Transfusion · transfusio sanguinis

      Six tracked ticks at range 4; total Death damage x0.90 and health recovery settles once at the end

    • Blood Rupture · ruptura sanguinis

      Three self-centered hits use the compact 5x5 Blood footprint; no Curse, health settles once

    Blood Comensal · habitus magikae tenebrarum

    Dark Magika

    Level 150 · 250 mana · Cooldown 10s

    Death pressure with longer reach and larger areas. Signature families may apply controlled Fear; this profile grants no generic resource recovery.

    • Eligible spell raw damage: 1.1x
    • Eligible spell range, subject to each spell limit: +2
    Affected spells
    • Slash Wave · sectio

      Death damage x1.10; directional beam expands to 7 sqm

    • Pain Strike · dolor tenebrarum

      Range 5 -> 7 and Death damage x1.10; keeps target-or-front delivery

    • Soul Drain · haustus animae tenebrarum

      Pulse expands to a 5x5 Death circle and executes eligible normal monsters below 5% health

    • Essence Drain · exhaustio essentiae tenebrarum

      Range 5 -> 7 and Death damage x1.10; no health or mana settlement

    • Death Curse · maledictio tenebrarum

      Range 5 -> 7 and Death damage x1.10; applies the exclusive Major Malediction

    • Dark Cataclysm · cataclysmus tenebrarum

      After 450ms, expands to a 5x5 circle; Major Malediction plus one bounded Fear roll

    • Death Wave · unda tenebrarum

      Directional Death wave expands to WAVE7 and gains one bounded Fear roll

    • Blood Siphon · siphon sanguinis

      Range 5 -> 7 and Death damage x1.10; becomes pure pressure with no resource recovery

    • Shadow Hex · sigillum tenebrarum

      Sigil expands to a 5x5 circle; slow/decay remain cell-bound and Curse jumps once within 4 sqm

    • Shadow Strike · tenebrae

      Target-anchored cross expands from 5x5 to 7x7; range becomes 7

    • Soul Break · fractura animae tenebrarum

      Self-centered ring expands from 5x5 to 7x7 and applies Major Malediction

    • Blood Pulse · pulsus sanguinis

      Tracked range becomes 7; three pulses gain x1.10 Death pressure and Fear rolls only on the final pulse

    • Shadow Burst · explosio tenebrarum

      Self-centered burst expands to 5x5, jumps one Curse outside the core and rolls one bounded Fear

    • Blood Chain · nexus sanguinis

      Chain expands to 7 targets, initial range 7 and jump range 5

    • Blood Transfusion · transfusio sanguinis

      Six tracked ticks gain x1.10 Death pressure and range 7; no resource settlement

    • Blood Rupture · ruptura sanguinis

      Three self-centered stages expand to radius 3; final hit applies Curse and one bounded Fear roll

    Blood Comensal · habitus siphonis

    Siphon Magika

    Level 150 · 250 mana · Cooldown 10s

    Smaller areas and shorter reach in exchange for limited health and mana recovery. Recovery depends on the spell and compatible Gems, without duplicating the benefit within the same cast.

    • Eligible spell raw damage: 0.78x
    • Eligible spell range, subject to each spell limit: -2
    • Single-target health recovery from confirmed damage, before caps: 12%
    • Area primary-target health recovery, before caps: 8%
    • Recovery per additional target, before caps: 0.8%
    Affected spells
    • Slash Wave · sectio

      Death damage x0.78; beam contracts to 3 sqm; settles 8% health primary + 0.8% additional and mana once

    • Pain Strike · dolor tenebrarum

      Range 5 -> 3 and Death damage x0.78; single hit settles 12% health plus capped mana

    • Soul Drain · haustus animae tenebrarum

      Pulse becomes a 3x3 cross; executes eligible normal monsters below 2% and settles health/mana once

    • Essence Drain · exhaustio essentiae tenebrarum

      Range 5 -> 3; drains target mana once and uses the selected Siphon Gem route for HP/mana settlement

    • Death Curse · maledictio tenebrarum

      Range 5 -> 3 and Death damage x0.78; keeps Major Malediction and settles health/mana once

    • Dark Cataclysm · cataclysmus tenebrarum

      After 450ms, becomes a 3x3 cross; Major Malediction applies only to the nearest valid victim

    • Death Wave · unda tenebrarum

      Directional Death wave contracts to WAVE3 and settles capped health/mana once

    • Blood Siphon · siphon sanguinis

      Range 5 -> 3; settles 12% health and capped mana once from confirmed damage

    • Shadow Hex · sigillum tenebrarum

      Sigil becomes a 3x3 cross; slow/decay stay cell-bound and capped health/mana settles once

    • Shadow Strike · tenebrae

      Target-anchored cross contracts to 3x3; range becomes 3 and health/mana settles once

    • Soul Break · fractura animae tenebrarum

      Self-centered ring contracts to 3x3; applies Major Malediction and settles health/mana

    • Blood Pulse · pulsus sanguinis

      Tracked range becomes 3; three pulses use the compact profile and settle health/mana once at completion

    • Shadow Burst · explosio tenebrarum

      Self-centered burst becomes a 3x3 cross; Curse stays inside the core and health/mana settles once

    • Blood Chain · nexus sanguinis

      Chain contracts to 3 targets, initial range 3 and jump range 2; health/mana settles once

    • Blood Transfusion · transfusio sanguinis

      Six tracked ticks at range 3; capped health/mana settles once on completion or interruption

    • Blood Rupture · ruptura sanguinis

      Three self-centered hits contract to radius 1; finalization settles capped health/mana once

    Gran Guardian · habitus fidei

    Shield of Faith

    Level 150 · 250 mana · Cooldown 10s

    Defense traded for damage. Barriers and wards recalculate from skills; Protection and Magic Shield also receive dedicated changes.

    • Magic Resist: +12%
    • Shielding: +12%
    • Damage dealt: -10%
    • Protection capacity: 1.1x
    • Magic Shield absorption: +3 p.p.
    Affected spells
    • Protection · protego

      Barrier capacity x1.10 and duration +1s

    • Magic Shield · scutum

      Absorption +3 percentage points and duration +1s, after recalculating from +12% Magic Resistance and +12% Shielding

    • Arcane Shield · aegis arcana

      Barrier capacity is recalculated with +12% Magic Resistance and +12% Shielding

    • Vital Shield · protego vitalis

      Barrier capacity is recalculated with +12% Magic Resistance and +12% Shielding

    • Ultimate Protection · protego maxima

      Barrier capacity is recalculated with +12% Magic Resistance and +12% Shielding

    • Greater Shield · scutum maius

      Absorption is recalculated with +12% Magic Resistance and +12% Shielding

    • Holy Shield · scutum lucis

      Absorption is recalculated with +12% Magic Resistance and +12% Shielding

    • Eternal Shield · aegis lucis aeterna

      Absorption is recalculated with +12% Magic Resistance and +12% Shielding

    Gran Guardian · habitus iustitiae

    Justice Hand

    Level 150 · 250 mana · Cooldown 10s

    Strengthens Physical spells and changes the indicated areas. It does not increase Holy damage; hybrid spells divide damage as described in each spell entry.

    • Eligible Physical spell damage: 1.12x
    • Affected barrier capacity: 0.9x
    Affected spells
    • Force Strike · impulsus attonans

      Physical damage +12%

    • Power Strike · impulsus

      Physical damage +12%

    • Cleave · discisio

      Physical damage +12%

    • Shockwave · tremor ferri

      Physical damage +12%

    • Earthquake · tremor maximus

      Physical damage +12%; 3x3 changes to a 9-cell cross with radius 2

    • Iron Pulse · pulsus ferri

      Physical damage +12%

    • Crushing Strike · ferrum caecitas

      Physical damage +12%; second hit Dazzles normal monsters (-20% damage dealt/2s) or players (12% miss/1s); bosses and summons immune

    • Iron Chain · nexus ferri

      Every link deals 12% more damage; maximum links 4 -> 5

    • Iron Burst · ruptura ferri

      All three Physical impacts deal 12% more damage

    • Ironlight Cataclysm · cataclysmus ferri et lucis

      Damage budget becomes 60% Physical / 40% Holy; Holy is not penalized

    • Ironlight Wave · unda ferri et lucis

      Damage budget becomes 60% Physical / 40% Holy; Holy is not penalized

    • Capacity Barriers

      Protection, Arcane Shield, Vital Shield and Ultimate Protection retain 90% capacity

    Gran Guardian · habitus lucis

    Divine Way

    Level 150 · 250 mana · Cooldown 10s

    Mobility and Holy spells with reduced barrier capacity. Physical damage stays at baseline; the affected taunts and spells gain dedicated utility.

    • Holy damage: +5%
    • Speed: +15
    • Affected barrier capacity: 0.9x
    Affected spells
    • Holy Burst · lux

      Holy damage +5%; target-or-direction range 4 -> 5

    • Holy Nova · lux aeterna

      Holy damage +5%; Dazzle reduces damage dealt by 10%/2s on up to 3 normal monsters or 5%/1s on 1 player; bosses immune

    • Holy Strike · crux custodis

      Holy damage +5%; range 4 -> 6

    • Aegis Verdict · iudicium aegidis

      Holy damage +5%; 3x3 changes to a 9-cell cross with radius 2

    • Luminous Burst · ruptura lucis

      Holy damage +5%

    • Ironlight Cataclysm · cataclysmus ferri et lucis

      Damage budget becomes 40% Physical / 60% Holy; Physical is not penalized

    • Ironlight Wave · unda ferri et lucis

      Damage budget becomes 40% Physical / 60% Holy; Physical is not penalized

    • Distant Taunt · probrum procul

      +2 targets; challenge +2s; self-protection 8% for 4s

    • Capacity Barriers

      Protection, Arcane Shield, Vital Shield and Ultimate Protection retain 90% capacity

    Machinist · modus balista

    Ballistics

    Level 150 · 250 mana · Cooldown 10s

    Physical damage +6%; gadget budget x0.90; Recoil Step can retreat two clear squares.

    • Precision posture: Shrapnel Volley uses three forward rows of three squares; Piercing Lance reaches six squares and preserves target falloff. Recoil Step moves two valid squares backward. Physical shots and gadget damage change separately; Recoil Step gains one checked retreat step. Silver impacts identify the physical firing pattern. Casts already in progress keep their original posture snapshot.
    Affected spells
    • Rivet Shot · ferrum iaculum

      Physical component +6%; silver physical impact on the same affected squares

    • Clockwork Charge · machina onus

      Gadget base budget x0.90 before the existing skill, element and equipment scaling

    • Pressure Canister · machina pressio

      Physical component +6%; silver physical impact on the same affected squares; Gadget base budget x0.90 before the existing skill, element and equipment scaling

    • Shrapnel Volley · ferrum imber

      Physical damage +6%; three forward rows of three squares. Same three-target cap and damage packets.

    • Deploy Sentry · machina statio

      Gadget base budget x0.90 before the existing skill, element and equipment scaling

    • Capacitor Charge · fulgur onus

      Gadget base budget x0.90 before the existing skill, element and equipment scaling

    • Piercing Lance · ferrum lancea

      Physical damage +6%; six-square line, with 100/65/40% damage falloff and the same three-target cap.

    • Controlled Demolition · aurum diruptio

      Gadget base budget x0.90 before the existing skill, element and equipment scaling

    • Recoil Step · motus retro

      A second retreat step after 180 ms is attempted only while position, facing and tile legality remain valid

    Machinist · modus galvanicus

    Galvanic Array

    Level 150 · 250 mana · Cooldown 10s

    Energy damage +6%, Physical damage -6%; the three common personal heals retain 90% healing.

    • Energy circuits: Arc Spark becomes a small cross with up to two targets at 70% per target. Arc Relay splits one budget 50/30/20%. Arc Relay shares its unchanged budget 50/30/20 across its three links. Energy impacts become bright cyan; mixed Energy/Holy devices retain both colors. Casts already in progress keep their original posture snapshot.
    Affected spells
    • Rivet Shot · ferrum iaculum

      Physical component -6%; no elemental conversion

    • Arc Spark · fulgur scintilla

      Energy +6%; small cross, up to two targets, 70% of the base budget per target.

    • Clockwork Charge · machina onus

      Energy component +6%; cyan electrical impact; any Holy component remains Holy

    • Pressure Canister · machina pressio

      Physical component -6%; no elemental conversion

    • Shrapnel Volley · ferrum imber

      Physical component -6%; no elemental conversion

    • Deploy Sentry · machina statio

      Energy component +6%; cyan electrical impact; any Holy component remains Holy

    • Arc Relay · fulgur nexus

      Energy component +6%; cyan electrical impact; any Holy component remains Holy; Three-link budget weights change from 60/25/15 to 50/30/20; no new target or extra budget

    • Capacitor Charge · fulgur onus

      Energy component +6%; cyan electrical impact; any Holy component remains Holy

    • Piercing Lance · ferrum lancea

      Physical component -6%; no elemental conversion

    • Controlled Demolition · aurum diruptio

      Energy component +6%; cyan electrical impact; any Holy component remains Holy

    • Field Dressing · sanatio

      Personal healing x0.90; does not alter familiar repair, regeneration or runes

    • Improved Dressing · sanatio media

      Personal healing x0.90; does not alter familiar repair, regeneration or runes

    • Greater Dressing · sanatio magna

      Personal healing x0.90; does not alter familiar repair, regeneration or runes

    Machinist · modus obsidionis

    Siegecraft

    Level 150 · 250 mana · Cooldown 10s

    Magic Resistance +8%; damage dealt -8%; aimed V13 attacks lose 1 SQM of range.

    • Siege posture: Pressure Canister occupies 3×3 squares without adding targets or packets. General targeting range decreases by one. Companion and Sentry retain their separate rules. Directional footprints keep their authored geometry. The selected Scientist familiar trades 15% damage for 15% maximum HP, within its existing cap; Sentry uses its separate spell budget. The small copper grounding ring identifies Siegecraft. Casts already in progress keep their original posture snapshot.
    Affected spells
    • Rivet Shot · ferrum iaculum

      Damage dealt -8%; targeting range -1 SQM

    • Arc Spark · fulgur scintilla

      Damage dealt -8%; targeting range -1 SQM

    • Clockwork Charge · machina onus

      Damage dealt -8%; targeting range -1 SQM

    • Pressure Canister · machina pressio

      3×3 field; retains three targets and four packets. Posture applies −8% damage dealt and −1 tile range.

    • Shrapnel Volley · ferrum imber

      Damage dealt -8%; forward footprint remains unchanged

    • Deploy Sentry · machina statio

      Damage dealt -8%; targeting range -1 SQM

    • Arc Relay · fulgur nexus

      Damage dealt -8%; targeting range -1 SQM

    • Capacitor Charge · fulgur onus

      Damage dealt -8%; targeting range -1 SQM

    • Piercing Lance · ferrum lancea

      Damage dealt -8%; forward footprint remains unchanged

    • Controlled Demolition · aurum diruptio

      Damage dealt -8%; targeting range -1 SQM

    • Summon Companion · vivendum animalia

      All three Scientist familiars: maximum HP x1.15 within the existing cap; basic and signature damage x0.85; current HP percentage is preserved; Sentry budget is separate

    Chronomancer · modus concordiae

    Concordant

    Level 150 · 250 mana · Cooldown 10s

    Holy damage +6%; five signatures convert to Holy; Counterpoint Veil pool x0.80.

    • Holy posture: Pulse, Echo, Chain, Standing Wave and Final Cadence convert to Holy. Final Cadence becomes a cross with four targets at ×1.10 budget each. Harmonic Chain splits 50/30/20%. Resonant Pulse, Delayed Echo, Harmonic Chain, Standing Wave and Final Cadence become gold Holy impacts. Harmonic Ward lasts 4s before Wheel bonuses. Casts already in progress keep their original posture snapshot.
    Affected spells
    • Resonant Pulse · sonus pulsus

      Physical -> Holy; Holy damage +6%; One full-budget hit at cast time; footprint remains unchanged

    • Delayed Echo · echo mora

      Physical -> Holy; Holy damage +6%; One full-budget hit at 2.5s; footprint remains unchanged

    • Harmonic Chain · sonus nexus

      Physical -> Holy; Holy damage +6%; Weights 50/30/20; same three-target cap; footprint remains unchanged

    • Standing Wave · unda manens

      Physical -> Holy; Holy damage +6%; One full-budget hit at cast time; footprint remains unchanged

    • Final Cadence · cadentia ultima

      Converts to Holy; Holy damage +6%. Five-square cross, up to four targets and ×1.10 budget per target. One immediate impact.

    • Harmonic Ward · sonus tutela

      Base duration 5s -> 4s before Wheel duration bonus; resistance values remain unchanged

    • Counterpoint Veil · velum soni

      Shared pool x0.80 before existing per-character caps; does not increase recipient count

    Chronomancer · modus requiem

    Requiem

    Level 150 · 250 mana · Cooldown 10s

    Death damage +6%; five signatures convert to Death; Counterpoint Veil pool x0.80.

    • Death posture: converted spells split damage into finite packets. Harmonic Chain splits each jump 70% immediately and 30% after 1s. Targets and budget are fixed on cast. Five signatures use violet musical impacts. Pulse, Echo, Standing Wave and Final Cadence redistribute their existing budget into timed hits. Harmonic Ward lasts 4s before Wheel bonuses. Casts already in progress keep their original posture snapshot.
    Affected spells
    • Resonant Pulse · sonus pulsus

      Physical -> Death; Death damage +6%; 60/25/15% at 0/1/2s; total base budget and footprint remain unchanged

    • Delayed Echo · echo mora

      Physical -> Death; Death damage +6%; 60/25/15% at 0/1/2s; total base budget and footprint remain unchanged

    • Harmonic Chain · sonus nexus

      Converts to Death; Death damage +6%. Each jump delivers 70% immediately and 30% after 1s, preserving the split budget and selected targets.

    • Standing Wave · unda manens

      Physical -> Death; Death damage +6%; 40/30/20/10% at 1/2/3/4s; total base budget and footprint remain unchanged

    • Final Cadence · cadentia ultima

      Physical -> Death; Death damage +6%; 50/30/20% at 0/1/2s; total base budget and footprint remain unchanged

    • Harmonic Ward · sonus tutela

      Base duration 5s -> 4s before Wheel duration bonus; resistance values remain unchanged

    • Counterpoint Veil · velum soni

      Shared pool x0.80 before existing per-character caps; does not increase recipient count

    Chronomancer · modus mensurae

    Measured

    Level 150 · 250 mana · Cooldown 10s

    Magic Resistance +10%; damage dealt -8%; Counterpoint Veil pool x1.10; Resonant Slide base mana 45.

    • Measured timing: Standing Wave allows four targets at 80% budget each, split equally at 0.5s and 2.5s. Protection and movement retain their support rules. Measured keeps physical signatures physical and shows a silver geometric impact. Harmonic Ward keeps its normal 5s duration. Quiet Interval is unavailable; Slide still uses one step or motus soni "2" from level 100. Casts already in progress keep their original posture snapshot.
    Affected spells
    • Sonic Bolt · sonus lancea

      Damage dealt -8%; physical element, footprint, hit timing and target limits remain unchanged

    • Resonant Pulse · sonus pulsus

      Damage dealt -8%; physical element, footprint, hit timing and target limits remain unchanged

    • Delayed Echo · echo mora

      Damage dealt -8%; physical element, footprint, hit timing and target limits remain unchanged

    • Harmonic Chain · sonus nexus

      Damage dealt -8%; physical element, footprint, hit timing and target limits remain unchanged

    • Standing Wave · unda manens

      Up to four targets; 80% budget per target, split equally at 0.5s and 2.5s. The posture’s −8% damage-dealt modifier also applies.

    • Final Cadence · cadentia ultima

      Damage dealt -8%; physical element, footprint, hit timing and target limits remain unchanged

    • Counterpoint Veil · velum soni

      Shared pool x1.10 before existing per-character caps; does not increase recipient count

    • Resonant Slide · motus soni

      Base mana becomes 45 before normal discounts; one step, or motus soni "2" from level 100; paths and movement limits unchanged

    • Quiet Interval · sonus tacitus

      Cannot be cast while Measured is active

    Earthshaper · modus stratorum

    Faultbound

    Level 150 · 250 mana · Cooldown 10s

    Earth damage +5%, Fire damage -10%; aimed V13 attacks lose 1 SQM of range.

    • Close-range Earth: Fault Line reaches five squares; Fault Bloom becomes a cross with three targets at ×1.10 budget each. Strata Bulwark lasts 4.5s; other targeting range decreases by one. Fault Line reaches five forward squares instead of three, with the same three-target cap. Earth impacts show stone fragments, not poison. Casts already in progress keep their original posture snapshot.
    Affected spells
    • Shale Spear · terra iaculum

      Earth component +5%; stone impact on the same effective squares; Targeting range -1 SQM

    • Rime Needle · glacies acus

      Targeting range -1 SQM

    • Fault Line · terra rima

      Earth component +5%; stone impact on the same effective squares; Forward line 3 -> 5 squares; same three-target cap and damage budget coefficient

    • Ember Vent · ignis spiraculum

      Targeting range -1 SQM

    • Fumarole · ignis fossa

      Targeting range -1 SQM

    • Thermal Fracture · fractura thermica

      Targeting range -1 SQM

    • Fault Bloom · terra corona

      Earth component +5%; ring becomes a cross, up to three targets, existing budget factor 1.10; targeting range -1 SQM.

    • Caldera · ignis caldera

      Targeting range -1 SQM

    • Tectonic Confluence · strata confluentia

      Earth component +5%; stone impact on the same effective squares

    • Strata Bulwark · strata tutela

      Duration 4 s ->4.5 s; protection percentages unchanged

    Earthshaper · modus glaciei

    Rimebound

    Level 150 · 250 mana · Cooldown 10s

    Ice damage +5%; Earth and Fire damage -5%.

    • Ice posture: Rime Needle becomes a small cross with two targets at 65% budget each. Ice/control recovery rules remain; Strata Bulwark lasts 4s. Rime Patch changes from a three-square line for 4s to a 2x2 field for 3s; its target and slow limits remain. Ice shards identify affected Ice impacts; Thermal Fracture still ends in Fire. Casts already in progress keep their original posture snapshot.
    Affected spells
    • Shale Spear · terra iaculum

      Earth and Fire components keep their baseline damage

    • Rime Needle · glacies acus

      Ice component +5%; small cross, up to two targets at 65% budget per target.

    • Fault Line · terra rima

      Earth and Fire components keep their baseline damage

    • Ember Vent · ignis spiraculum

      Earth and Fire components keep their baseline damage

    • Fumarole · ignis fossa

      Earth and Fire components keep their baseline damage

    • Thermal Fracture · fractura thermica

      Ice component +5%; sharp Ice impact on its existing hit; Earth and Fire components keep their baseline damage

    • Fault Bloom · terra corona

      Earth and Fire components keep their baseline damage

    • Caldera · ignis caldera

      Earth and Fire components keep their baseline damage

    • Tectonic Confluence · strata confluentia

      Ice component +5%; sharp Ice impact on its existing hit; Earth and Fire components keep their baseline damage

    • Rime Patch · glacies area

      Three-square line/4 s -> 2 x 2 field/3 s; same three-victim maximum and existing slow strengths

    Earthshaper · modus cineris

    Cinderbound

    Level 150 · 250 mana · Cooldown 10s

    Fire damage +5%; solid walls are unavailable; Strata Bulwark lasts 3s.

    • Fire posture: Fumarole becomes a five-square line; Thermal Fracture brings the second impact forward to 1.1s; Caldera pulses 60/40% at 1s/2s. Strata Bulwark lasts 3s. Fumarole becomes a five-square forward line with the same target and tick limits. Thermal Fracture keeps its Ice hit at 0.8s and advances its Fire hit to 1.1s. Ground flames identify Fire impacts. Casts already in progress keep their original posture snapshot.
    Affected spells
    • Ember Vent · ignis spiraculum

      Fire component +5%; upright flame impact on its existing hit

    • Fumarole · ignis fossa

      Fire component +5%; upright flame impact on its existing hit; Targeted five-cell cross -> forward line of five squares; same three-target cap and four existing ticks

    • Thermal Fracture · fractura thermica

      Fire component +5%; upright flame impact on its existing hit; Ice hit remains at 0.8 s; Fire hit 1.6 s -> 1.1 s; each retains half the original budget

    • Caldera · ignis caldera

      Fire component +5%; existing total budget is split into 60% after 1 s and 40% after 2 s.

    • Tectonic Confluence · strata confluentia

      Fire component +5%; upright flame impact on its existing hit

    • Strata Bulwark · strata tutela

      Duration 4 s ->3 s; protection percentages unchanged

    • Stone Rampart · strata murus

      Solid walls cannot be placed while Cinderbound is active

    • Glacial Screen · glacies velum

      Solid walls cannot be placed while Cinderbound is active

    Postures persist until changed or removed. General bonuses and spell transformations are separate layers: hybrid transformations apply only to explicitly compatible spells. Control and resource recovery respect each spell and target-type limit.
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