Vocations & Spells
Each vocation has a distinct combat identity, a dedicated spell trainer, and a custom attack progression tied to rebirth milestones. Use !spells in game for the complete live list of attack, support, healing, party, and conjuring spells available to your current vocation.
Launch plan: Chapters I and II are planned for launch. The current pre-launch rebirth cap is 1,999; spells requiring 2,000 rebirths are not currently accessible and need the separate Chapter II server release that lifts this cap.
Vanguard Differences
| System | Vanguard rule |
|---|---|
| Movement | All vocations use accelerated base movement speed. |
| Rebirth growth | Rebirth retains all health, mana, skills, and magic level while returning the character to level 500. Health and mana growth is customized for this progression. |
| Magic Shield | utamo vita costs 50 mana, lasts 200 seconds, and is available to Mages and Shamans. |
| Weapon speed | Fist Fighting reduces the delay of an equipped main weapon with diminishing returns every 50 levels, to a minimum of 334 milliseconds. |
| Distance weapons | Bows and crossbows attack without ammunition or a quiver. |
Magic Shield Efficiency
Against monsters, Magic Shield spends 1 mana for each point of damage absorbed. Direct player damage uses the following vocation rates:
| Vocation | Mana spent per 100 damage |
|---|---|
| Mage or Shaman | 135 |
| Archer | 145 |
| Warrior or another vocation | 100 |
Archers and Warriors cannot cast utamo vita, but their rate applies whenever an item grants Magic Shield. The shield absorbs the full available damage until the character no longer has enough mana.
Warrior
Warriors focus on close-range pressure, durable positioning, and weapon-centered area attacks. Sir Caldus provides the Warrior spell service.
Vanguard Guard: Taking direct damage while a shield is equipped builds Guard. At five stacks, the next physical attack consumes Guard, deals 10% additional damage against monsters or 5% against players, and restores 1% or 0.5% maximum health respectively. A new stack can be gained every 750 milliseconds, and Guard expires after 8 seconds without being refreshed.
| Custom spell | Words | Required rebirths |
|---|---|---|
| Iron Cadence | exori triplex |
1 |
| Seismic Reprisal | exori tremor |
50 |
| Crossbreaker | exori crux |
200 |
| Titan Faultline | exori ruptura |
500 |
| Warblade Orbit | exori catena |
1,000 |
| Juggernaut Tempest | exori vortex |
2,000 |
Archer
Archers specialize in ranged pressure, radiant attacks, and controlled multi-target combat. Aurelia provides the Archer spell service.
Deadeye Range: Damage dealt from three to five tiles away is increased by 8% against monsters and 4% against players. The bonus applies automatically to weapon attacks and offensive spells.
| Custom spell | Words | Required rebirths |
|---|---|---|
| Twin Fang | exevo con duo |
1 |
| Radiant Halo | exevo con corona |
50 |
| Splintering Judgment | exori con fracta |
200 |
| Sacred Ricochet | exori con salio |
500 |
| Encircling Judgment | exevo con circulus |
750 |
| Judgment Volley | exevo gran con san |
1,000 |
| Seraphic Arsenal | utori con venari |
2,000 |
Mage
Mages focus on explosive elemental and arcane damage. Magister Veyron provides the Mage spell service.
Elemental Resonance: Alternating fire, energy, and death damage within five seconds builds up to three Resonance stacks. Each stack increases matching elemental damage by 3% against monsters or 2% against players. Repeating the same element on the next cast resets the sequence.
| Custom spell | Words | Required rebirths |
|---|---|---|
| Twin Arc | exori vis duo |
1 |
| Arcane Collapse | exevo vis corona |
50 |
| Scorching Lance | exori flam lancea |
100 |
| Volatile Sigil | exori mort sigil |
200 |
| Forked Thunder | exori vis rami |
500 |
| Triune Devastation | exevo tri ruina |
750 |
| Cataclysm Array | exevo gran cataclysm |
1,000 |
| Worldbreaker Core | exevo ultima ruptura |
2,000 |
Shaman
Shamans combine nature and ice attacks with strong support and healing options. Elder Sylva provides the Shaman spell service.
Verdant Bond: Earth or ice damage marks its target for six seconds. Striking that target with the opposite element restores 2% maximum health and mana to the Shaman and nearby party members, reduced to 1% in player combat. The effect reaches three tiles and has a ten-second cooldown.
| Custom spell | Words | Required rebirths |
|---|---|---|
| Twin Briar | exori tera duo |
1 |
| Verdant Bloom | exevo tera corona |
50 |
| Frostroot Path | exori frigo radix |
100 |
| Sporeburst Seed | exori tera semen |
200 |
| Thorncall | exori tera rami |
500 |
| Grove Ascension | exevo gran viridis |
750 |
| Seedstorm Domain | exevo gran semina |
1,000 |
| Worldroot Awakening | exevo ultima radix |
2,000 |
Spell Upgrades
Spell Upgrades unlock from 500 rebirths after completing Spellbound Ascension and redeeming its bound voucher with your vocation's spell trainer. Redemption consumes the voucher, grants 10 normal class sigils, and enables the upgrade service. The voucher does not directly pay for any selected upgrade.
- Open the Spell Upgrades panel.
- Select an eligible spell for your vocation.
- Review its current upgrade and required class sigil.
- Confirm the upgrade to consume the sigil.
- The panel displays the exact vocation material and quantity required for the next upgrade.
- Each eligible spell has four upgrade tiers, adding 7% damage per tier (up to 28%). All four tiers share the 500-rebirth service requirement; the spell's own casting requirement still applies.
- Spells with a rebirth requirement below 500 cost 10 normal, 20 normal, 10 greater, then 20 greater class sigils for tiers 1-4.
- Spells with a rebirth requirement of 500 or higher cost 5, 10, 15, then 20 greater class sigils for tiers 1-4.
- The voucher can be redeemed once. Its normal sigils cannot substitute for a greater-sigil cost.
Fist Fighting and Weapon Speed
Fist Fighting improves the attack delay of your equipped main weapon.
- Levels 1-50 reduce delay by 5 milliseconds per level; each additional 50-level band provides 75% of the previous reduction per level.
- Weapon delay cannot be reduced below 334 milliseconds by this system.
- The effect is automatic while a main weapon is equipped.
- Distance weapons do not consume or require ammunition.
Fist Fighting progression is separate from Spell Upgrades and Equipment Slot Upgrades. See Combat & Attack Speed for the formula, examples, and Critical/Dodge progression.
Vocation Equipment and Runes
Vanguard restoration runes follow each vocation's resource identity. Warriors receive the strongest health restoration and the least mana, Archers receive a balanced split, and Mages and Shamans receive the strongest mana restoration and the least health. The exact result adjusts with rune quality and rebirth progression.
Tier equipment and weapon paths are vocation restricted. VIP Gear adds vocation-specific individual bonuses on top of inherited Tier equipment and unlocks the following cumulative four-, six-, and eight-piece milestones:
- Warrior: Battle Momentum (4): +3% damage and +1% maximum HP. Emergency Bulwark (6): +5% maximum HP and +2% physical protection. Warbringer (8): +8% damage and +2% physical protection for 8 seconds.
- Archer: Deadeye Rhythm (4): +3% damage and +1% damage at 3-5 tiles, integrated with Deadeye Range. Evasive Rush (6): +3% maximum HP and +2 dodge points within existing caps. Hunter's Focus (8): +8% damage and +15 speed for 8 seconds.
- Mage: Arcane Echo (4): +3% damage and +1% maximum mana. Mana Aegis (6): +5% maximum mana and +2% elemental protection. Arcane Overload (8): +10% damage for 8 seconds.
- Shaman: Primal Echo (4): +3% damage and +2% outgoing healing. Renewal (6): +3% maximum HP and mana, restoring 0.1% of both maxima every 2 seconds. Natural Convergence (8): +8% damage and +10% outgoing healing for 8 seconds.
These numbers describe PvE. In PvP, VIP damage, protection, and dodge bonuses are halved; Primal Echo healing is +1% and active Natural Convergence healing is +5%. Eight-piece effects require successful damage, last 8 seconds, and have a 30-second cooldown that re-equipping cannot bypass. Losing a required piece ends the effect. See VIP Benefits for individual bonuses, Tier scaling, and equipment restrictions.
Important Notes
- Spell words are not case-sensitive, but spelling and spacing must match.
- Rebirth-locked spells cannot be cast early even if the words are known.
!spellsis the authoritative live list for your current vocation.- Custom spell damage scales with character progression, but formulas are intentionally not published.



