Wheel of Destiny Rebalanced
Dear Tibians!
After the server save on Tuesday, September 22, the Wheel of Destiny works like the current one in Tibia. Your promotion points stay where you put them, and hit points, mana, capacity and mitigation do not change. What changes is what several perks do.
Augmented Spells
Every vocation now augments the spells of the current wheel, with the same values. These are the new ones:
- Knight: Shield Slam, in place of Chivalrous Challenge. Front Sweep gains more damage and a larger area, and Groundshaker lowers its cooldown first.
- Druid: Forked Thorns and Forked Glacier, in place of Nature's Embrace. Strong Ice Wave and Terra Wave hit harder.
- Paladin: Ethereal Barrage and Divine Barrage, in place of Sharpshooter and Swift Foot. Divine Dazzle jumps to two more targets.
- Sorcerer: Death Echo and the special spells (Lightning, Strong Energy Strike and Strong Flame Strike), in place of Magic Shield and Sap Strength.
- Monk: Thousand Fist Blows, in place of Sweeping Takedown. Flurry of Blows gains one square of range.
More Defence
Combat Mastery now protects you when you are in trouble: the lower your life, the less damage you take, and twice as much with a shield. It also raises your damage against targets with little life left. Battle Healing gives your healing spells 10% more, 20% with a shield, and Gift of Life restores mana as well as hit points. Its cooldown only runs down while you are in combat.
Other Changes
- Healing Link heals you for 25% of what you heal.
- With Blessing of the Grove, healing spells can be critical.
- Guiding Presence shares all of your mantra.
- Sanctuary gives 10% more damage and healing against adjacent targets.
- Focus Mastery shortens the cooldown of Hell's Core and Rage of the Skies.
- Divine Grenade was stronger than intended and now deals the same as in Tibia.
Please note that the Sorcerer keeps Drain Body for now.
Good luck on your hunts!
Your Solera Team