Conviction Perks have medium to large effects that augment existing spells, grant vocation-specific passive abilities, or provide generally useful bonuses like elemental resistance.
Conviction Perks are unlocked once players have spent enough promotion points on the Wheel of Destiny to max out their respective slice. Most Conviction Perks can be found more than once within the Wheel, with their effects adding up when multiple are unlocked.
Conviction Perks also exist as augmentations for existing abilities, and each augmentation can be found twice in the Wheel of Destiny. Your character always unlocks stage 1 first and only after filling both slices of any given augmentation will the character unlock stage 2.
Generic Conviction Perks[]
- Resistance to Fire: Grants 2% fire protection
- Resistance to Energy: Grants 2% energy protection
- Resistance to Ice: Grants 2% ice protection
- Resistance to Earth: Grants 2% earth protection
- Resistance to Holy and Death: Grants 1% holy and 1% death protection
- Mana Leech: Grants 0.25% mana leech
- Life Leech: Grants 0.75% life leech
- Weapon, Distance, Magic Skill Boosts: Grants a boost to the main offensive skill of your vocation
- Vessel Resonance: Grants +1 damage/healing bonus if a gem size matches the Vessel Resonance in a domain. Bonus is increased to +2 in case of a Greater Gem.
Elite Knight[]
Battle Instinct[]
Gain +6 shielding and +1 sword/axe/club fighting when 5 creatures are on adjacent squares. For each additional creature, you get an additional +6 shielding and +1 sword/axe/club fighting.
Battle Healing[]
For each creature challenged, you will heal yourself for a small amount. This amount scales with your shielding skill, and heals for double the amount if you have less than 60% of your hit points and triple the amount if you have less than 30% of your hit points.
Augmentations[]
Ability | Stage 1 | Stage 2 |
---|---|---|
Fierce Berserk | -30 Mana Cost | +10% Base Damage |
Intense Wound Cleansing | +125% Base Healing | Cooldown reduced by 300 seconds |
Chivalrous Challenge | -20 Mana Cost | Increases the number of chains by 1 |
Groundshaker | +12.5% Base Damage | Cooldown reduced by 2 seconds |
Front Sweep | Adds 5% life leech | +14% Base Damage |
Royal Paladin[]
Positional Tactics[]
Gain +3 distance fighting while no monster is within 1 square. Otherwise gain +3 holy and +3 healing magic level.
Ballistic Mastery[]
The critical extra damage for attacks with a crossbow is increased by 10%. If you attack with a bow, your attacks and spells treat the physical and holy sensitivity as being 2% higher for all enemies you hit.
Augmentations[]
Ability | Stage 1 | Stage 2 |
---|---|---|
Divine Caldera | -20 Mana Cost | +8.5% Base Damage |
Swift Foot | Secondary Group Cooldown reduced by 8 seconds. Allows player to attack and use spells with 50% reduced damage |
Cooldown reduced by 6 seconds, no longer applies damage reduction. |
Divine Dazzle | Increases the number of chains by 1 | Increased duration by 4 seconds, reduced cooldown by 4 seconds |
Strong Ethereal Spear | Cooldown reduced by 2 seconds | +380% Base Damage |
Sharpshooter | Secondary Group Cooldown reduced by 8 seconds and no longer blocks casting of support spells | Cooldown reduced by 6 seconds, increases the distance fighting bonus from 40% to 45% |
Elder Druid[]
Healing Link[]
If you heal someone with Nature's Embrace or Heal Friend, you also heal yourself for 10% of the applied healing.
Augmentations[]
Ability | Stage 1 | Stage 2 |
---|---|---|
Heal Friend | -10 Mana Cost | +5.5% Base Healing |
Terra Wave | +6.5% Base Damage | Adds 5% life leech to this spell |
Mass Healing | +4% Base Healing | Area increased |
Strong Ice Wave | Adds 3% mana leech to this spell | +10% Base Damage |
Nature's Embrace | +11% Base Healing | Cooldown reduced by 10 seconds |
Master Sorcerer[]
Focus Mastery[]
Empowers the damage your next damaging spell by 35% within 12 seconds after casting a focus spell (Hell's Core or Rage of the Skies).
Augmentations[]
Ability | Stage 1 | Stage 2 |
---|---|---|
Great Fire Wave | Adds critical hit chance of 10% and +15% critical extra damage | +5% Base Damage |
Energy Wave | +5% Base Damage | Increased area |
Sap Strength | Increased area | Damage reduction increased by +1% |
Magic Shield | Increases the impact level and magic level has on magic shield capacity | Cooldown reduced by 6 seconds |
Focus Spells | +5% Base Damage | Focus Secondary Cooldown reduced by 4 seconds |
Mages[]
Runic Mastery[]
If you use a rune, you have a 25% chance of increasing your magic level by 10%, or by 20% if you use a rune your vocation can create, for that specific rune effect. For example: elder druids using an avalanche rune or master sorcerers using a great fireball rune can have their magic level increased by 20%, but if the runes were switched the magic level bonus would be 10%. This percentage applies to the base magic level of the character.