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Systems

Wheel of Destiny

Revelations, augments and convictions of each vocation.

The Wheel of Destiny has four domains. Filling slices of a domain adds points to it; at 250 / 500 / 1,000 domain points its revelation opens at stages I / II / III, and each opened stage gives +4 / 9 / 20 damage and healing. Augments improve one spell: one full slice gives stage I, both slices give I + II.

Revelations (one per domain)

Avatar of Light

I · 250This spell transforms yourself into a powerful avatar for 15 seconds.
While in this form, you benefit from 5% damage reduction and all your attacks are critical hits with 5% critical extra damage.
Cooldown: 10 minutes
II · 500This spell transforms yourself into a powerful avatar for 15 seconds.
While in this form, you benefit from 10% damage reduction and all your attacks are critical hits with 10% critical extra damage.
Cooldown: 6 minutes
III · 1,000This spell transforms yourself into a powerful avatar for 15 seconds.
While in this form, you benefit from 15% damage reduction and all your attacks are critical hits with 15% critical extra damage.
Cooldown: 3 minutes

Divine Empowerment

I · 250This support spell creates a field of holy energy around your feet for 5 seconds. As long as you stand in this field, your dealt damage increases by 8%.
Cooldown: 32 seconds
Mana cost: 500
II · 500This support spell creates a field of holy energy around your feet for 5 seconds. As long as you stand in this field, your dealt damage increases by 10%.
Cooldown: 28 seconds
Mana cost: 500
III · 1,000This support spell creates a field of holy energy around your feet for 5 seconds. As long as you stand in this field, your dealt damage increases by 12%.
Cooldown: 24 seconds
Mana cost: 500

Gift of Life

I · 250If an attack were to kill you, but the overkill damage amounts to less than 20% of your maximum hit points, you will heal yourself for 20% of your maximum hit points. Only after that is the damage applied.
In addition, all your spell cooldowns are reduced by 60 seconds, and 20% of your maximum mana is restored.
Cooldown: 30 hours (only reduced while hunting).
II · 500If an attack were to kill you, but the overkill damage amounts to less than 25% of your maximum hit points, you will heal yourself for 25% of your maximum hit points. Only after that is the damage applied.
In addition, all your spell cooldowns are reduced by 60 seconds, and 25% of your maximum mana is restored.
Cooldown: 20 hours (only reduced while hunting).
III · 1,000If an attack were to kill you, but the overkill damage amounts to less than 30% of your maximum hit points, you will heal yourself for 30% of your maximum hit points. Only after that is the damage applied.
In addition, all your spell cooldowns are reduced by 60 seconds, and 30% of your maximum mana is restored.
Cooldown: 10 hours (only reduced while hunting).

Divine Grenade

I · 250This spell plants a marker at the feet of your target that explodes after 3 seconds, dealing holy damage. +0% base damage from the spell stage.
Cooldown: 26 seconds
Mana cost: 160
II · 500This spell plants a marker at the feet of your target that explodes after 3 seconds, dealing holy damage. +16% base damage from the spell stage.
Cooldown: 20 seconds
Mana cost: 160
III · 1,000This spell plants a marker at the feet of your target that explodes after 3 seconds, dealing holy damage. +32% base damage from the spell stage.
Cooldown: 14 seconds
Mana cost: 160

Augmented spells

SpellsStage IStage II
Ethereal BarrageEthereal BarrageAdds 10% life leech to this spellAdds 10% critical hit chance for this spell.
Divine CalderaDivine Caldera-20 Mana Cost+10% Base Damage
Strong Ethereal SpearStrong Ethereal Spear-2s Cooldown+380% Base Damage
Divine BarrageDivine Barrage+8% Base Damage+12% Base Damage
Divine DazzleDivine DazzleJumps to +2 additional targetsDuration increased; -8s Cooldown

Unique convictions

ballistic masteryThe critical extra damage for attacks with a crossbow is increased by 10%. While wielding a bow your attacks and spells have +4% physical and holy pierce.
positional tacticsGain +3 distance fighting while no monster is within 1 squares. Otherwise gain +3 holy magic level and +3 healing magic level.