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Dev log

Combat & Class Rebalance in Adrullan Online Adventures

by Lucerin · Classes

Hey everyone, grab a drink and settle in, because this one's a monster. We've been heads-down for a long time tuning, reworking, and in some cases completely reimagining how classes play in Adrullan Online Adventures since Community Alpha Test 6. What started as a balance pass turned into something much bigger: a ground-up rethink of how combat abilities interact with your gear, how each class carves out its identity in a group, and how it all just feels when you're out there fighting for your life in a dungeon.

Whether you've been with us since the earliest alphas or you're just now peeking your head in, welcome. Here's what changed and more importantly, why.

🔧 The Core Change: Weapon DPS Scaling

Let's start with the headline. Combat ability damage now scales with your weapon's DPS, not a fixed weapon damage roll. If you've played action RPGs like Grim Dawn or tinkered with Path of Exile mechanics, this will feel familiar — and if you haven't, here's why it matters:

Previously, combat abilities pulled from your weapon's raw damage, but their reuse timers were static — completely ignoring weapon delay. We put a lot of work into giving weapons variety and flavor through different speeds, but the old formula threw all of that away. It automatically made the highest-damage weapons the best choice regardless of delay, handing a massive advantage to slow weapons that were designed to be balanced by their longer swing times. That fast, high-DPS sword you looted? Great for auto-attacks, but for combat abilities it could lose out to a slower weapon with a bigger damage number. That disconnect is gone.

Now, every combat ability — from a Warrior's Heavy Strike to a Rogue's Seething Lunge to a Paladin's Smite — scales off your weapon's DPS, not its raw damage. Weapon delay finally matters the way it was always meant to. Fast weapons and slow weapons each bring their own strengths, and gear upgrades are immediately, tangibly felt across your entire toolkit — not just your white swings.

This change touches every melee and hybrid class in the game. We'll call it out where relevant in the per-class sections below, but know that this is the single biggest systemic shift we've made to combat.

Bard

Since they were introduced for Community Alpha Test 6, bards have always been the heartbeat of a group, Now, they've got even more tools to prove it.

Interlude has been completely revisited. It's been moved to level 18 and is now the group's ultimate downtime reducer: a 10-second cast, 180-second recast ability that delivers a massive burst of health, mana, and stamina regeneration over 3 ticks. When your group is beat up after a rough pull and needs to get moving again, Interlude is the answer. It's even got a proper spell particle now so everyone knows when the Bard is doing their thing.

Swift Tempo received a large runspeed increase that makes it one of the best travel abilities in the game. It's now affected by percussion-based instrument power, so invest in those drums. The radius has also been bumped slightly so your lagging groupmates can keep up.

The Crescendo line is entirely new and gives Bards something they've never had before, critical chance buffing for the group:

  • Striking Crescendos (Level 4) — Increases melee critical chance
  • Arcane Crescendos (Level 13) — Increases spell critical chance
  • Farshot Crescendos (Level 17) — Increases ranged critical chance

Cantor's Mantle (Level 16) is a new emergency defensive song: an 18-second duration, 5-minute recast ability that absorbs a portion of all incoming damage for group members. When things go south, this buys your healer precious seconds.

Beyond the marquee changes, Bards have received quality-of-life love across the board:

  • Echoing Strike now scales with weapon DPS
  • Chant of Opportunity (Level 15) is a new song that increases how often group members' ability and weapon effects trigger
  • Inspire Courage got a significant AC increase, a recast reduction to 5 minutes, and now stacks with most other abilities
  • Soothing Lullaby now has a 1-second recast to prevent spam
  • Verseward got a stamina cost increase (100 → 200) and cooldown increase (12s → 20s) to keep it as a deliberate choice rather than a spam button
  • Spell Power and Heal Power have been removed from the Bard — buffing songs should come from instruments, instrument skills, and the Bard Performance skill
  • The medley window got scrollbar improvements, and melodies now intelligently skip songs if you're not high enough level
  • Charm stability (shared with Enchanter) has been significantly increased, and dungeon mobs' charm resist modifier was greatly reduced
  • Bards no longer get Fury's Call as a milestone, and Provoke generates no bonus hate — you're a support class, not a tank
  • The character window now shows melee crit chance, and the 'More Stats' area has been expanded to accommodate all those Bard-specific stats

Beastwarden

The Beastwarden has undergone one of the most dramatic identity shifts of any class. Originally locked into an ambiguous weapon set, Beastwardens now have access to a much more thematic combat style.

Weapon changes are huge. Beastwardens can now dual-wield (purchasable at level 20 from trainers), use hand-to-hand weapons (previously Monk-only), and equip shields (same tier as Druid). They've also gained access to a brand-new weapon type: claws — one-handed slashing weapons that fit the feral fantasy perfectly. The tradeoff? All blunt and piercing weapons have been removed. You're a predator in tune with your animal instincts, not a knight. Your starting weapon is now a Basic Claw.

Three new spell lines round out the Beastwarden's offensive magic:

  • Fire Claw (Level 1) → Scorch Claw (Level 14) — Fire-based direct damage
  • Frost Bite (Level 8) → Rime Bite (Level 20) — Cold-based direct damage
  • Toxic Fang (Level 3) → Venom Fang (Level 16) — Quick-acting poison damage over time

The old Punish Animal and Poison Animal lines have been removed and replaced with Dull Instincts (Level 6), a lull spell that calms aggressive animals — much more useful for the class's nature identity. Punishing and hurting animals was a bit antithetical to flavor we were shooting for.

Companion changes are where the fun really is:

  • Companions now gain experience from green enemies when solo. You can actually level new animal companions on trivial NPCs without it being a nightmare
  • Coordinated Strike now scales with weapon DPS, and landing it from opposite sides (player and pet flanking) gives a large damage boost
  • Pet abilities are now saved between sessions and visible in the pet window
  • Companions die when you die (no more orphaned pets wandering the world)
  • Pets scale in model size from 0.5x to 1.5x as they level from 1 to 50. Your bear cub actually grows up
  • Pet HP, damage, and level caps have been tuned, and beastwarden pets can now only reach player level
  • New pet collar recipes available with the release of Frostborne Village: Polar Bear, Brown Shrew, Grey Wolf

Other notable changes:

  • Wildcleave buffed to 60-minute duration with increased DEX and AGI bonuses
  • Wildstrike and Wildcleave recast reduced from 6s to 3s
  • Companion's Reawakening line had its cost reduced
  • Frostborne Village is an available starting location as a new Ogre Beastwarden

Cleric

Clerics have long been the backbone of any group, but sitting down to meditate for mana 90% of the time wasn't exactly thrilling or engaging gameplay. The biggest Cleric addition addresses that head-on.

Arc of Faith (Level 5) is a new proc spell line that gives Clerics a way to regenerate mana in combat. Buff yourself, swing your weapon, and every strike has a chance to return mana; scaling with your level. No more parking yourself on the ground while your group waits. The line expands at higher levels for additional side-grades and flavors:

  • Arc of Retribution (Level 12) — Chance to gain mana or damage your enemy on each strike
  • Arc of Vindication (Level 19) — Chance to gain mana or heal the target of your enemy (now properly set to single target)

Alder's Guard line is a new physical damage reduction line designed to reduce healing needs on tanks:

  • Alder's Guard (Level 8) — Absorbs melee damage for a set number of hits
  • Alder's Bulwark (Level 17) — Stronger version of the same

The Remedy heal line has been extended with Deep Remedy (Level 20) now available at the spell vendor. Prayer's Word got a cast time reduction to 1.5 seconds with increased healing and reduced mana cost. It feels much snappier now.

Balance adjustments across the board:

  • Hadrius' Plea cast time increased to 5 seconds with a slight mana cost bump. It's a big spell and should feel like one
  • All Hadrius hitpoint buff line cast times increased to 5 seconds
  • Zalsima stun/damage line cast time reduced from 2.5s to 1.5s. Your offensive options are faster
  • Zalisma (Level 9) stun duration reduced from 4 to 3 seconds
  • Vitality now actually buffs Constitution (it wasn't before — oops)
  • Spells from 1 to 20 have been fully redistributed across levels
  • New high-level spells added: Prayer's Word (16), Hadrius' Blessing (17), Holy Incineration (17), Shield (18), Ignis Ardere (19), Vitality (20)

Druid

Druids got one of the most comprehensive healing overhauls in the game, plus some exciting new tools that lean into the class's nature-magic identity.

The entire healing kit has been revamped. The old Lessen Wounds / Patch Wounds / Heal Wounds line is gone, replaced by two complementary healing philosophies:

  • Flourish — A heal-over-time line that you maintain on your targets. Three spells spanning levels 1 to 20, with each rank scaling through its level range.
  • Verdant Bolt — A bolt-style direct heal that hits harder when Flourish is already present on the target. This creates a satisfying gameplay loop: keep Flourish ticking, then punch in Verdant Bolts for burst healing when needed.

HoT spells can now stack with each other (shared with Shaman), so multiple Druids or a Druid/Shaman combo can layer their heals without overwriting.

Heart of Pine has been improved, scaling to more HP faster (8 HP to 20 HP from levels 1 to 7), and the line extends with Heart of Elm (Level 16).

Woundwood Decay (Level 15) is a brand-new damage-over-time line that gives Druids another proper offensive DoT.

Become Wolf (Level 10) is here! Transform into a wolf for faster dungeon traversal when Surge of Wildfoot can't be used. SoW now requires a view of the sky to cast. Druids can still go wolf underground. Multiple wolf color variants are available, and we've hooked up the sit animations to make sure movement feels connected.

The Rootway travel spell line introduces single-target transport:

  • Rootway: Tether (Level 6) — Sends your target to a tethered location
  • Rootway: Pineyearn (Level 14) — Sends your target to Pineyearn Forest (only available at the Druid's Guild there)

Other new additions:

  • Lunar Strength (Level 13) — A nighttime-only strength buff that stacks with other strength buffs
  • Bramble Shield (Level 16) — Defensive nature magic
  • Grasping Vines (Level 16) — Crowd control root
  • Hornet Swarm (Level 19) — Offensive nature damage
  • Thornlash (Level 20) — High-level damage spell
  • Locust Swarm moved from Level 12 to Level 9 with cast time reduced from 3s to 2s
  • Conjure Living Harvest — Summon fuel when near wood (shared with Ranger)
  • Grove Attunement got a new particle effect and slight mana regen decrease

Enchanter

Enchanters remain the kings and queens of crowd control, but the landscape has shifted underneath them. They've gotten new tools to adapt.

Crowd control resists have been increased on dungeon-difficulty and higher NPCs. This is an intentional change to make CC feel like a meaningful challenge rather than a guaranteed lockdown. To compensate, charm stability has been significantly increased, and dungeon mobs' charm resist modifier was greatly reduced. Your charms stick better once they land.

The Weaken Light line is entirely new. Six spells from Level 3 to Level 50 that reduce light resistance on targets. This opens up elemental synergies with other casters and gives Enchanters a debuffing role beyond just mezzing everything in sight.

Other changes:

  • Mind Net cooldown increased to 12 seconds — it's powerful, use it wisely
  • Shielding spell line recast increased to 10 seconds
  • Blade Turn recast increased to 30 seconds
  • Light debuff line is now unresistable
  • Haste spell cast times reduced
  • Mind Worm duration increased from 30 to 60 seconds
  • Crush Will properly set to Alteration school
  • Gilded Tongue added at levels 3 and 13; Mind Expansion at levels 2, 12, and 20
  • Illusion: Time (Level 7) — A fun new spell that lets the target cast time-restricted spells at any time of day
  • Shrink spell re-added
  • Charmed pets now properly break when going invisible
  • You can no longer charm NPC pets
  • Fixed a weird state where charmed pets would bug out if an Enchanter camped with an active pet
  • Illusion spell naming convention normalized

Hex-Knight

The Hex-Knight has gone from a skeleton of a class to a fully fleshed-out dark warrior with a deep and satisfying toolkit.

Every combat ability now scales with weapon DPS: Cursed Strike, Haunting Strike, Leech Strike, Shadow Step, and Soul Strike all benefit from gear upgrades.

Shadow Step has been converted to a combat ability. It instantly teleports you to your target NPC and guarantees a strike on landing. It's the gap-closer the Hex-Knight always needed.

Grasping Hex (Level 19) is the mirror of Shadow Step. It instantly pulls an NPC to your location and generates hate. Between these two abilities, Hex-Knights have unmatched battlefield mobility and control.

Hex Rupture is a new spell line:

  • Hex Rupture (Level 9) and Hex Fracture (Level 17) — Burst damage that interacts with your hex stacks

The Tendrils line has been extended all the way to level 20 and now deals Dark damage across the board:

  • Tendrils of Death (Level 8), Tendrils from the Depths (Level 14), Tendrils of Dread (Level 20)

Spreading Curse — Your hexes can now spread to nearby enemies, creating AoE pressure.

Consume Darkness / Soul Inversion — Regain stamina by consuming dark energy. The stamina gain has been tuned down slightly to keep it fair.

A massive wave of new abilities from levels 1-20 rounds out the kit:

  • Hex Rend — Now strips all hex debuffs and deals increased damage (Wizard also received this)
  • Tendrils from Below — AoE tendril damage
  • Gloombind — Dark crowd control
  • Dark Whisper — Utility/debuff
  • Shadow Wall — Defensive dark magic
  • Void Bolt (Level 15) — Ranged dark damage option
  • Horrify (Level 15) — Fear spell

Quality of life:

  • Hexes now stack with every other buff in the game
  • Applying a hex refreshes the entire stack
  • Hex duration increased to 30 seconds
  • Debuffs that stack (like Hex) now aggregate to one icon slot with a stack counter in the corner
  • Leech Strike now shows floating text and chat log for healing amounts
  • New milestone: Curse Speaker

Monk

Monks have always been about precision and speed, and this pass makes their hand-to-hand flavor hit harder, literally.

Hand-to-hand damage has been increased through a bump to the skill gain per level (from 5 to 10 per level historically, continuing to scale). Your fists are your weapons, and they should feel like it.

All combat abilities now scale with weapon DPS: Break Defenses, Stone Palm, Strike of Omuin, and Thunder Strike all benefit from gear. Break Defenses no longer even requires a weapon for true hand-to-hand mastery.

New milestone at Level 10: Green mobs won't attack you. You've mastered inner peace — lesser creatures sense it and leave you alone. (Shared with Rogue.)

Evasion got a slight bump — Monks should be dodging, and now they dodge a tiny bit more.

Notable tuning:

  • Stone Palm top-end damage decreased and cooldown increased, but its cooldown is no longer shared with Feign Death — you can use both tactically without conflict
  • Break Defenses duration decreased but cooldown reduced. It's a faster rotation now
  • Force Fire now actually does fire damage (and the burning component is properly flagged as fire)
  • Mend no longer requires you to stand — you can heal while in other stances
  • Stone Stance base damage lowered for balance
  • Feign Death moved to Level 10
  • Dash, Stone Palm, and Strike of Omuin added as new abilities
  • Shrine Contemplation's Blessing of Sumuliss now correctly grants block chance

Necromancer

This is the biggest class rework in the game. If you played Necromancer before... forget what you knew.

The entire pet system has been reimagined. Traditional skeletal pets are gone. In their place: the Dread system: a commander-and-minion structure where you summon powerful named entities who can themselves control subordinate minions. The best part? They increase in level as you increase in level and continue to fill their roles; adopting new abilities along the way.

Your Dread commanders:

  • Raise Dread Vanguard (Level 1) — Your first commander, a frontline tank
  • Raise Dread Mender (Level 7) — A healing-focused commander
  • Raise Dread Stalker (Level 14) — A melee DPS-focused commander
  • Raise Dread Marksman (Level 21) — Ranged damage commander
  • Raise Dread Magus (Level 28) — Spell-casting commander
  • Raise Dread Sentinel (Level 35) — Defensive commander
  • Raise Dread Lich (Level 42) — The ultimate commander

Raise Minion spells no longer require a target. They're area-based now. Minions follow their commander (not the Necromancer directly), and if the skeletal commander dies, minions die moments later. The Dread Vanguard's hate proc has been increased in both amount and chance, making it a viable off-tank. Raise Minion line spells are now unresistable.

On top of the commanders, you can raise additional minions:

  • Raise Bone Minion → Now summons 'A Risen Warrior' (a Warrior NPC)
  • Raise Death Minion → Now summons 'A Risen Knight' (a Hex-Knight NPC)
  • Raise Archer Minion (Level 13) → Summons 'A Risen Archer'

Minions can now heal and buff their commander and their player owner. Pets start to look cooler as you level up.

The DoT kit has received a complete overhaul with two brand-new lines:

  • Rotfire (Levels 5-44) — High damage, short duration fire-based DD + 4-tick DoT. NPC Necromancers now use this line too.
  • Contagion (Levels 7-47) — Decay-based 12-tick DoT that spreads to targets near your current target. This is the Necromancer's signature AoE pressure tool.
  • The Supernal DoT line has been increased to 7 ticks and changed to Dark resist, with new entries: Supernal Suffering (17) and Supernal Anguish (21). Each rank in the line has been individually balanced to scale properly.
  • DoTs of the same line don't stack and share cooldowns — you upgrade, not layer.

Life Tap spells all got reduced to 3–3.1 second cast times with cooldowns removed. New entries: Siphon Life (16) and Drain Life (20). The Necromancer is now a proper life-stealing engine.

New utility spells:

  • Rest the Dead (Level 6) — Undead lull
  • Bone Mending (Level 7) / Marrow Mending (Level 17) — Pet heals
  • Shadow Binding (Level 10) — Snare + DoT
  • Cloak of Shadows (Level 11) — Self-only invisibility
  • Death's Zeal (Level 15) — Pet buff
  • Vampiric Strike (Level 16) — Adds hate proc to your target
  • Blood Tribute (Level 18) — Hurt yourself to heal your target (the ultimate dark healer move)
  • Veil of Death (Level 12) / Heart of Dust (10) / Heart of Bone (20) — Self HP buffs
  • Bewilder Dead (Level 7) / Confound Undead (Level 18) — Undead mez spells

Necromancer is the only class that retains the Banish button for pets. Old skeletal pet spells have been removed from spellbooks.

Paladin

Paladins have received a sweeping overhaul to their healing philosophy and a sharpening of their support identity.

The old Lessen Wounds / Patch Wounds healing line has been completely replaced by three distinct healing philosophies, each with its own playstyle:

Dawn's Touch — Your bread-and-butter quick-cast single-target healing with a 6-second recast:

  • Dawn's Touch (3), Dawn's Warmth (12), Dawn's Embrace (20), Dawn's Radiance (28)

Selfless Grace — Fast-cast medium heals with a 2-tick heal-over-time component. Cannot be self-cast (it's selfless, after all) and has an 18-second recast timer:

  • Selfless Grace (7), Selfless Mercy (15), Selfless Blessing (23), Selfless Devotion (30)

Alder's Ward — Ground-targeted AoE healing with damage absorption. High mana cost and 24-second recast — this is your "everyone stack here" ability:

  • Alder's Ward (11), Alder's Circle (26)

NPC Paladins now use the Dawn's Touch line, and healing lines have shared cooldown timers to prevent rapid-fire line swapping.

Plainchant of Restfall (Level 3) is a new plainchant that gives your group an innate chance to proc damage against undead. Great for dungeon crawling through crypts and necropolises.

All combat abilities now scale with weapon DPS: Convert, Force of Light, Friar's Knock, Penance Strike, and Smite.

Force of Light now heals the entire group (not just the casting Paladin), scales with Charisma, and has had its threat production increased by 10. The cooldown was significantly increased to compensate.

Talent balance changes:

  • Zealot's Surge and Zealot's Rush now share a cooldown timer
  • The Zealot's line has been tuned: CHA components increased (Rush max: 10→25, Surge min: 10→26, Surge max: 27→47), but stamina gains reduced
  • Charisma over 100 now grants a small boost to hate power for all tank classes. Your personality literally holds aggro
  • Oath of Vigor stamina regen reduced (8/tick to 5/tick)
  • New stun spell Mandate (Level 17) stuns for 3 seconds
  • Halt mana reduced (25→11), stun duration reduced (5→2 seconds), cast time reduced from 2.5s to 1.5s with recast up from 2.5s to 4s
  • Hallowed Ground mana slashed from 129 to 45, cast time reduced from 2s to 1.5s, and now works in PvP alongside Purified Ground
  • Smite threat production increased by 5 with Charisma-based description updated
  • Vow of Absolution mana cost decreased
  • Psalm of Life now hits your target's target — a subtle but powerful change for group play
  • Chant ticks no longer interrupt other progress bars — a small but very welcome fix

Ranger

Rangers feel stronger than ever in single-target play, and a brand-new system makes the archery fantasy more tangible.

The Quiver System is here! Rangers can now equip quivers that allow:

  • Quick loading, unloading, and selecting between arrow types
  • A selector bar that grows to the size of your quiver with click-and-drag hotbar support
  • Arrows stacked higher than the normal max stack quantity
  • A Simple Quiver is now part of the Ranger Initiate questline rewards

Focused Shot has been tuned as a high-damage precision ability. Damage now scales with weapon DPS and factors in arrow damage as well. Base damage and the standing-still bonus have been slightly reduced and the cooldown increased, keeping it powerful but not dominant.

All combat abilities now scale with weapon DPS: Ambush, Concuss, Hamstring, Focused Shot, and Rapid Shot.

Evasion got a bump. Rangers should be a bit slippery.

Volley Shot (new) now does a ground-targeted area bowshot. It's your first real AoE ranged ability.

Entangling Web is available at Level 20, giving Rangers a crowd control root option.

Mark of the Sky cast time reduced from 4s to 2s (recast increased to 6s). Faster to apply, but still deliberate.

Disengage is available at Level 17, Stunning Enemy Momentarily and Creates Distance

Other additions:

  • Rangers gain access to Shaman Wisdom/Dexterity/Agility buff lines at levels 8, 9, 19, and 20
  • Conjure Living Harvest — Summon fuel when near wood (shared with Druid)
  • 2% starting crit on archery via milestone
  • Early game damage caps doubled for Ranger (shared with Rogue and Monk)

Rogue

Rogues have been quietly accumulating a deep set of changes that make the class feel more complete, more tactical, and more rewarding.

Stealth System Update (Phase 1)

Stealth has received a major rewrite as part of our ongoing improvements to core gameplay systems. The underlying logic that determines how stealth behaves, how it breaks, and how enemies react to it has been rebuilt from the ground up.

Stealth now operates using two distinct detection stages:

Notice Phase

If an enemy becomes suspicious of your presence, they will turn to face your direction and begin investigating.

Attack Phase

If you remain detected without adjusting your approach, the enemy will escalate and engage in combat.

Progression through these phases is influenced by several factors, including level differences between you and the enemy, your distance from the target, and the enemy’s facing direction.

This new system creates more opportunities for skillful play. Tools such as Soft Diversion can now be used to turn enemies away from your position, opening up additional ways to move through dangerous areas without being detected.

As part of this update, run speed bonuses no longer apply while stealthed.

Additional improvements and refinements will continue in future updates.

All combat abilities now scale with weapon DPS: Blackjack, Iron Riposte Strike, Off Kilter, Rat Fang, and Seething Lunge. Evasion got a bump too.

New milestone at Level 10: Green mobs won't attack you. You're beneath their notice. (Shared with Monk.)

Escape Rope (Level 10) is a fantastic new group utility — use it to send the Rogue and their entire group to the entrance of any dungeon. It properly moves everyone to a "safe" point in the zone. This gives Rogues genuine group value beyond raw damage.

Backstab while in stealth no longer consumes stamina — a meaningful buff to opening rotations.

Impale now works with all throwing weapons, including the new Blackened Shuriken.

Ability tuning:

  • Off-Kilter damage formula lowered with increased stamina consumption, but it now better drops aggro when face-tanking — it's a threat management tool, not just damage
  • Seething Lunge stamina cost reduced
  • Soft Diversion now requires line of sight
  • Fade can now be learned at Level 7
  • You can now re-apply poisons to your blade if you already have an active poison
  • Poisoned weapon duration increased to 30 minutes, and charges last the full buff duration
  • New abilities added across levels: Deflection, Off-Kilter, Iron Riposte
  • 2% starting crit via milestone
  • Early game damage caps doubled (shared with Monk and Ranger)
  • Fixed a bug that made Rogues permanently invisible after Fade-Vanishing (that one's a classic)

Shaman

Shamans have gained a completely new system that changes how they occupy space on the battlefield.

The Totem System is live. Shamans can now summon stackable totems that provide both buffs and detrimental effects tied to the nearby area. Totems are placeable objects in the world. You put them down, and they pulse effects in an area around them.

Key details:

  • Totems consume stamina to deploy (but failed deployment no longer wastes stamina or starts cooldown)
  • You no longer need to face them to deploy
  • They can be placed closer to fires
  • Detrimental totems respect line of sight and require the Shaman to be close by to pulse
  • On death, detrimental totems are instantly destroyed but beneficial totems remain standing
  • Old spells like Energize have been deprecated in favor of Totem of Energy (stamina regen reduced from 15/tick to 10/tick)

Husk line upgrades continue the Shaman's damage absorption tradition:

  • Husk (Level 4) and Carapace (Level 12) both received scaling adjustments
  • Chitin (Level 20) extends the line further — a heal + damage absorb spell

Spore Infusion (Level 10) is a unique new HoT that does something no other heal does — affected players gain a proc chance to trigger Moldburst, a damaging DoT, on their enemies. Your heals literally fight back. Requires a Mushroom Spore reagent.

Spiritbind Repel (Level 16) is a fast-casting knockback with a short-duration root and 18-second recast. This is the Shaman's crowd control answer for when things get too close — keeps you from getting overwhelmed without giving you complete lockdown control.

Healing has been tuned at every level:

  • Shaman's Medicant (Level 1) now heals for 3 ticks, capping at level 8
  • Shaman's Salve (Level 8) heals for more but costs more mana, capping at level 13
  • Shaman's Poultice (Level 16) continues the heal + HoT line
  • Commune now scales from level 12 to 20

Stat buffs added: Strength, Wisdom, Dexterity, and Agility buff lines are now available, with Star Soul increased and Nova Soul (Level 13) added. Earthen Soul cast time was reduced.

Boon spells are new support buffs:

  • Boon of the Herd (Level 5) and Boon of the Elders (Level 15) — Group buffs of the above abilities

Spirit Bludgeon damage now scales with weapon DPS.

Other notes:

  • Curse of the Folly reduced to 18-second duration
  • Shaman totem descriptions updated to clarify benefits are received by group members

Summoner

The Summoner has been transformed from a single-pet caster into a battlefield conductor commanding an elemental army.

You can now field up to 5 pets at once. Each is chosen by element and empowered by the Summoner and surrounding environmental elements. This is a fundamental shift in class fantasy. You're a general with an elemental strike force.

All Summoner damage spells have been revamped to be fast-cast with long recast timers. This design gives Summoners the ability to weave spell damage from range between pet commands; you're always active, always directing.

The pet spell progression has been expanded:

  • Pet spells available at levels 16 and 20, with Fire Aspects' Elemental Bolt adjusted
  • Earth and Water pet hitpoints slightly reduced for balance
  • Empowered pet naming corrected (Aspect of Soil VI, etc.)
  • Various adjustments to pet spells, procs, hitpoints, and damage across the board
  • Temporary pets are no longer immune to Sustain Elements
  • Sustain Elements and Extend Elements now share a cooldown timer
  • Galvanize Aspect III (Level 20) added

New combat options:

  • Barrier of Sparks (Level 10) — Upgraded damage shield
  • Recall Element (Level 16) — Recall your elemental summons for stamina
  • Reforge Aspect (Level 16) — Heal all temporary pets
  • Silver Bolt of Ko (Level 16) / Silver Dart of Ko (adjusted) — Ranged damage
  • Elemental Strike (Level 20) — Your big finisher
  • Summoner's Veil adjusted, with Summoner's Shroud (11) and Summoner's Quietus (19) added for threat management

Utility conjurations:

  • Conjure Bandages (Level 7) / Conjure Improved Bandages (Level 17) — Keep your group patched up
  • Conjure Flight Arrows (Level 15) — Now summons 100 arrows at a time, no longer requires clay reagents
  • Conjure Frozen Shurikens (Level 11) — Throwing weapon ammo for your manaless friends
  • Conjure Fiery Trinket (Level 1) — Starting conjuration to brighten the darkness
  • Summon Wood Block (Level 6) / Summon Dirt Block (Level 9) / Summon Grass Block (Level 11) — These blocks count as a source of wood/dirt/grass for other abilities (like Druid and Ranger spells)

Warrior

Warriors have received targeted but impactful changes that sharpen their identity as the premier melee tank.

All combat abilities now scale with weapon DPS: True Strike, Advantage Strike, Branding Strike, Flank, Heavy Strike, Hemorrhage, and Sweeping Strike. Every gear upgrade you find translates directly into more threat and more damage.

Rage (Level 10) is a brand-new passive skill: taking damage now restores stamina. This is a game-changer for sustained tanking. Warriors no longer run dry in long fights; the harder you get hit, the more fuel you have for your abilities. The stamina return has been tuned down slightly per hit to prevent it from being infinite, but it fundamentally changes the Warrior's resource economy. Rage has a cooldown of 3.5 seconds.

Shove has been completely reworked into a proper tactical ability:

  • Damage now scales with shoulder slot item AC, player level, and Strength
  • Stamina cost reduced
  • Now positional; requires hitting from the side or back
  • Performs a taunt and spell interrupt
  • Forced aggro duration increased, but cooldown increased to 20 seconds

Sweeping Strike is now available when using two-handers — Warriors who want to go big and cleave have that option.

Threat tuning:

  • True Strike aggro modifier heightened with stamina cost reduced
  • Branding Strike aggro significantly increased, cooldown up to 30 seconds, debuff duration up to 30 seconds — it's now a serious single-target threat stamp
  • Hemorrhage stamina cost reduced
  • Self combat buffs will no longer overwrite other classes' buffs — no more accidentally stripping your Enchanter's haste

Durability buffs:

  • Slightly increased mitigation from AC — gear matters more for damage reduction
  • Small bump to hitpoints and defense stat — Warriors are tougher baseline

War Wizard

The War Wizard keeps its unique identity as a melee-caster hybrid with some welcome smoothing of its gameplay flow.

Searing Mend is the upgrade to Cauterize, a new healing spell available at level 16. War Wizards now have another self-sustain option that fits their aggressive playstyle.

Imbues are now combat abilities instead of spells. This is a huge quality-of-life change. Switching between elemental imbues no longer eats spell slots, and you can swap them much more freely in combat. The spell bar clutter is gone.

  • Imbue Earth's buff Yanus' Protection now gives Growth resist scaling to level 50
  • Imbue Fire's debuff Rajdo's Malice now reduces Fire resistance on target scaling to level 50

Mystical Shield has improved stats and a brand-new graphic; it looks and performs better.

Combat abilities now scale with weapon DPS: Elemental Strike and Fiery Sweep both pull from your weapon's DPS value.

Other changes:

  • Jolt damage increased with an instant stun added for extra aggro — your snap-threat tool just got better
  • Fiery Sweep now has double radius and properly hits multiple enemies
  • Gift of the Elements 'Worn Off' message updated
  • Arcane Might (7), Arcane Strength (15), Arcane Speed (5), Arcane Impulse (15) — New self-buff spells
  • Mystical Protector no longer clips behind water
  • Mana Shield description updated to better explain the buff

Wizard

Pure casters haven't been left behind. Wizards have received meaningful tuning and some exciting new tools.

Cauterize and Searing Mend (Level 16/36) are now available from the War Wizard line. A healing spell that fits the fire caster flavor.

Unbound Focus has been carefully tuned as the Wizard's signature mana management cooldown:

  • Unbound Focus I (Level 10) — 50% mana reduction for 12 seconds, 60-second cooldown
  • Unbound Focus II (Level 20) — 60% mana reduction for 12 seconds, 60-second cooldown
  • No longer triggers global cooldown and cannot fizzle

Beyond travel spell line gives Wizards portal utility:

  • Beyond: Tether (Level 6), Beyond: Meadows (Level 13), Beyond: Silent Shelf (Level 18) — Send your target to specified locations

Freeze line recast time reduced so your crowd control rotation is faster.

Damage tuning:

  • Bolt spell and Fire Lance DoT component reduced from 5 to 2 ticks — burst damage is more front-loaded
  • Bolt of Embers and Bolt of Flames adjusted for better progression
  • Magma Shock, Bolt of Searing, Heat Shock, and Fire Lance damage reduced for balance
  • NPC Wizards now receive damage spells at level instead of 5 levels late, and no longer have access to mana regeneration lines
  • Frost Wave snare is now 18 seconds instead of unlimited

Other changes:

  • Paralyzing Grasp and Lightning Grasp no longer trigger global cooldown
  • Doze cast time reduced from 4s to 2.5s with improved description
  • Personal shielding spells renamed to Protection of Rytren I, II, and III
  • Mind Expansion at levels 8, 18, 26; Clear Mind, Luminous Mind, Flowing Mind at 11, 19, 30
  • 2% starting crit on spells via milestone

🎯 Global & System Changes

A few changes cut across multiple classes and deserve their own callout:

  • Early game damage caps doubled for melee DPS classes (Rogue, Monk, Ranger) — the early levels feel less constrained
  • Spell and ability descriptions improved across Bard, Beastwarden, Cleric, Druid, Enchanter, Monk, Necromancer, Shaman, Summoner, and War Wizard, you can actually understand what your abilities do now
  • Heal-over-time spells can stack between Druid and Shaman. Layered healing is now a real strategy
  • Debuffs that stack (like Hex-Knight hexes) now aggregate to one icon slot with a visible stack counter
  • Dispel is available across nearly every caster class at level 12
  • Banish button and logic removed from most pet classes. Necromancer is the only class that retains it

Looking Ahead

This is the most comprehensive combat and class pass we've ever done, and it sets the foundation for everything that comes next. The weapon DPS scaling system means that every piece of gear you find will make your character meaningfully stronger. The class identity sharpening means that when you bring a Bard, a Shaman, or a Necromancer to a group, they each bring something irreplaceable.

We know there's more to do. Some of these changes will need further tuning as more players put them through their paces, and we're watching closely. Your feedback — as always — is what drives this game forward.

See you in Adrullan. ⚔️

— The Adrullan Online Adventures Team

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