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Vocation Controls

Each vocation now has its own control effect, granted by a passive that is always active (the Warrior is the exception: his passive is a self buff). Seeing the debuff icon is enough to know who applied it. The icon of the passive and of the debuff is the same — on you it shows with a red frame.

The 8 passives

Glacial Seal
Wizard

Glacial Seal

Debuff: Sealed

Offensive spells have an 8% chance to Seal the target for 2s: it cannot cast offensive spells or runes. Healing still works.

Visual: Blue SILENCE... text over the target.
Battle Thirst
Warrior

Battle Thirst

Self buff — the exception

The Warrior has no control: he gets stronger as he gets hurt. Below 50% health: +10% life leech, +5% damage dealt, +5% damage taken. Below 25% health: +20% life leech, +10% damage dealt, +15% damage taken.

Visual: a Battle Thirst icon with 1 or 2 stacks shows the active tier.
Grievous Blades
Assassin

Grievous Blades

Debuff: Grievous Wound

Every attack inflicts Grievous Wound for 4s (refreshes on each hit): the target receives 20% less healing from spells, potions and leech.

Visual: Bleeding effect on the target.
Discordant Song
Bard

Discordant Song

Debuff: Discord

Attacks and spells have a 10% chance to inflict Discord for 3s: about 30% of the target's steps go in a random direction.

Visual: Musical effect on the target.
Thornbind
Druid

Thornbind

Debuff: Rooted

Attacks and spells have a 15% chance to Root for 1.5s: the target cannot move, but can still attack and cast.

Visual: Roots at the target's feet.
Staggering Palm
Monk

Staggering Palm

Debuff: Stagger

Melee hits have a 20% chance to Stagger for 4s: attacks 30% slower and spell cooldowns 30% longer (the opposite of Wisdom).

Visual: Red effect on the target.
Crippling Shot
Archer

Crippling Shot

Debuff: Crippled

Ranged hits have a 25% chance to Cripple for 3s: -40% movement speed. Perfect for kiting.

Visual: Chain effect on the target.
Sundering Edge
Samurai

Sundering Edge

Debuff: Sundered

Each melee hit adds a stack (up to 5, 6s). Per stack the target loses 15% of its defensive skill (block and mitigation) and the Samurai ignores 20% of its dodge — at 5 stacks, dodge is fully ignored.

Visual: Armor-break effect on the target.

Anti-lock protections

  • The same passive control cannot be reapplied on the same target for a few seconds (internal cooldown on the target).
  • Diminishing returns (15s window): strong controls (Seal, Root, Discord) last 100% → 50% → 25% → immune. Light controls (Cripple, Stagger) last 100% → 75% → 50%.
  • Bosses receive half the duration.
  • Controls follow the normal combat rules: they never hit party members, players in protection zones or in secure mode.
  • The new debuffs are not removed by Cleanse/Purify (those still remove poison, fire, bleeding and other damage over time).

Spells changed

  • Piercing Light (Archer): the stun became Cripple (-40% speed for 3s).
  • Ice Shards and Frostbound Hex (Druid): the slow became Root for 2s.
  • Nature Wave (Druid): the root now follows the anti-lock rule.
  • Dissonant Echo, Sonic Chord, Finale, Piercing Note and Metallic Fury (Bard): slow and "Drunk" became Discord for 2.5s. The old Drunk only showed an icon; Discord actually works.

Other changes

  • Warrior — Guard Breaker: no longer lowers players' shielding (breaking defense is now the Samurai's role). Against monsters nothing changed.
  • Druid — Entangling Roots → Nature's Wrath: now only deals the extra Earth damage; the root moved to the new passive.
  • Debuffs renamed to avoid confusion: Freezing → Frostbite and Dazzled → Holy Burn (still damage over time).