2.5 Spell Rework

2.5 will be released later in the month! So let’s take a look at the Spell changes on the way.

Shout out to @Mother_Morgz our wonderful Producer, for writing this up. :sparkles:



Each Spell is now unique, so there’s no longer an inventory limit!

  • Spells now only have a Rarity
    • Each Spell Rarity has a base Rarity and a Rarity+
      • Base Rarity increases the Spell Effect
      • Rarity+ increases the Mastery
      • E.g. Smite
        • Deal X Damage as Light and Create 2-7 Yellow Gems.
          • Base Rarity increases Gem creation
          • Rarity+ increases the Damage dealt via Mastery
  • Ancient Mythic is a new Rarity that pushes the Effect of the Spell to an even higher limit!
  • Instead of individual copies of Spells, you now find Spell Pages, that allow you to Evolve your Spells to new Rarities
  • If you’ve collected enough Pages to get a Spell to Ancient Mythic, any additional Pages are converted to Spell Dust (1 Page = 5 Spell Dust)
    • Spell Dust can be used to create more Spell Pages
  • Spells can now cause Critical Hits
    • The chance to score a critical hit from a spell is separate to weapon attacks, and is currently a flat 5% chance.
    • Critical Damage Bonus for Spells is also separate, explained below.

Spellbooks and Collection

Each Hero will now have a Spellbook

  • Their Spellbook can be upgraded to increase the Damage and Buff ranges, and Mastery of all their Equipped Spells
    • Spellbook Level is capped at the Level of it’s Hero

Low level hero ^

Higher level hero ^

  • Collecting and Evolving Spells increases Elemental Mastery, as well as your Spell Critical Damage Bonus

Xione’s New Gig

  • Xione now produces Spell Dust
  • She also Creates Spell Pages in exchange for Spell Dust

Some Quality of Life

  • Spells now equip in a much more natural way. Select the Spell, then select the slot you want it to go into. No fuss, no muss.
  • We’ve updated the Rewards flow to make it faster and more focused.
    • More basic resources appear in quick succession together with Rarer resources appearing alongside items above
    • There is also now always Equip and Salvage buttons embedded into the Rewards screen for Items and Minions
    • Added a new Salvage All button to Salvage all Items and Minions received

The Whole Story

There were a couple of (very connected) problems we were trying to solve with this Spell Rework:

  • It was too difficult to Upgrade and Evolve Spells.
  • Because it was too difficult to Upgrade and Evolve Spells, it stopped players from being able to be flexible with their Spell choices.
  • Getting Spells after you’d already found them was… Putting it politely…A bit pointless.
  • Everything Evolved and Upgraded in exactly the same way. Which doesn’t really make sense thematically.

It’s not fun to have a bunch of Spells, and then just have to pick a limited number of your favorites because that’s really all you can usefully Upgrade. What we wanted was for it to be feasible for you to shift your Spell Loadout around before heading into a battle if you wanted to!

So, how have we approached solving these problems?

Spell vs Spellbook

Thematically, it doesn’t really make a whole lot of sense to be collecting duplicates of spells that could both be Leveled and Evolved. Conceptually, Spells are something you learn and get better at or get more knowledge of. This is how it felt in Puzzle Quest 1 and it made a lot of sense to steer right back in that direction.

An obvious step was eliminating a generic Spell Inventory, and having your Spells live (at least spiritually) in a Spellbook. No more random extra copies of Spells lying around just to be hoarded or Salvaged.

This gives us a clear split. We now have Spells and Spellbook. So now we have some infrastructure to smooth out the Leveling and Evolution problem.

Breaking Down Spells

Spells themselves are generally split between a bit that gets better when it’s Leveled, and a bit that gets better when it’s Evolved.

Given that Evolution is the more exciting moment, it tends to be the Spell’s Effect (Convert Gems, percentage chance to do A Thing etc) that increases at these milestones, whereas power and buffs etc are changed incrementally level-by-level.

We’ve kept this structure more or less intact. Spell Evolution still increases the Effect. (You’ve reached a milestone in your knowledge after all.) We’ve also added Plus Rarities that continue to improve the Elemental Mastery.

The bigger change is moving the Level component of Spells to the Spellbook. The Spellbook itself represents your Hero’s own general proficiency. Proficiency is always something gained incrementally so it feels right here.

Splitting the Spell itself from a Hero’s proficiency, allows us to create a more flexible environment for the use of Spells. You’re no longer locked into little-by-little pouring time and resources into every Spell to level it up as a prerequisite for Evolving it to improve its effect.

Putting Together Spells

So, if the Spellbook would be proficiency taking care of those incremental gains, what about the bigger, fancier Effect improvements?

We figured we could solve a couple of problems together here.

Thematically, it seemed completely natural that if you found more of a Spell that your knowledge of that Spell would increase. So, that’s pretty much where we went with it.

Each Spell Rarity represents a number of Pages for that Spell. Find enough Spells, consult the scrolls, and BAM! You can now command the Spell to a greater Effect.

Since these are Pages in Spellbooks, it made a lot of sense that your heroes can copy each other’s homework. No need for each Hero to have to go find their own Pages. The Heroes of Etheria are a very kind study group.

Spell Collection

We have our Spells and we have our Spellbook. Despite Spells being collectable though, they weren’t really feeling collectable. Some of them were definitely just things you have. That was especially acute with an upper limit on the number of Spells you could have hanging around.

What we did was integrate that collection into the system itself. Every new Spell you collect and Evolve contribute to both the Mastery for the matching Element of the Spell, but also overall to a Spell Critical Damage bonus.

  • Mastery increases 1 point per Spell and Spell Evolution
  • Spell Critical Damage increases at 0.1% per Spell and Spell Evolution

Xione & Spell Dust

In a Salvage-less system, it’s all very well and good up to the point that you get your Spells up to Ancient Mythic. So, what then?

Spell Dust, baby!

We wanted to make sure it was never not-valuable to find a Spell. Even if it’s already maxed out. So, once you have enough Pages to reach Ancient Mythic on a Spell, any further Pages will dissolve into Spell Dust at a rate of 5 Spell Dust for every 1 Page!

Which is great, but what do I do with it?

You give it to Xione!

We’ve been looking for additional things for Xione to do for a while. She was definitely feeling left out of the Crafting party. But, Spell Dust solves a lot of that problem for us.

Xione, spellweaver that she is, takes the Spell Dust to Create Spell Pages. Because Spells are pretty much always useful to gather now, this suited very well because we wanted to make sure we had some additional methods for acquiring them.

In addition, we also wanted a passive method for gaining Spell Dust. So, we also gave this to Xione.

Leveling up Xione increases her Spell Dust production:

  • At Level 1: 1 Spell Dust per hour
  • At Level 50: 50 Spell Dust per hour


Here’s how we will handle the transition to the new spell system for existing players. We want to make sure that anyone who has invested into spells previously is compensated fairly.

  • The highest Rarity copy of each of your Spells will be kept. Any duplicates will be Salvaged
  • For each of the remaining Spells not associated with a Hero Class:
    • Any levelling resources that would’ve been required to get it up to its Level will be refunded.
    • As we have removed spell level, and kept spell rarity.
  • For each of the remaining Hero Class Spells:
    • For each unique Hero Class Spell, the resources that would’ve been required for the copy of the highest Level (ignoring duplicates and lower-Level versions) are applied directly to the Spellbook Level for that Class
      • The highest Rarity copy will still be the one that will be kept in your inventory
    • This “Class” Spellbook will be Leveled up as high as it can go based on the resources available via this process
  • Each Hero of the same Class will then receive their individual Spellbook capped based on:
    • That Class’s highest Level Hero Class Spell
    • The individual Hero’s Level
  • You will receive Mail with any resources refunded (that were not applied directly to the Spellbook). We will also let you know the number of Spells that were Salvaged as part of this process


As there is no longer a cap on the Spell Vault, we will also be sending out compensation related to Northelm’s crafting ability.

  • We will be fully refunding any Spell Vault increase crafted through Northelm (Northelm Crystals + Ore)
  • If any resources are refunded, you will receive this in a separate Mail to the Spell Compensation

Upgrade Tables

Spell Evolution

Common 1 Page
Common+ +3 Pages +15 Mastery
Uncommon +6 Pages + 1 Uncommon Scroll Effect Increases
Uncommon+ +10 Pages + 2 Uncommon Scrolls +20 Mastery
Rare +30 Pages + 2 Rare Scrolls Effect Increases
Rare+ +50 Pages + 3 Rare Scrolls + 25 Mastery
Epic +150 Pages + 3 Epic Scrolls Effect Increases
Epic+ +300 Pages + 3 Epic Scrolls +30 Mastery
Legendary +700 Pages + 3 Legendary Scrolls Effect Increases
Legendary+ +1,000 Pages + 4 Legendary Scrolls +35 Mastery
Mythic +2,000 Pages + 4 Mythic Scrolls Effect Increases
Mythic+ +3,000 Pages + 4 Mythic Scrolls +40 Mastery
Ancient Mythic +4,000 Pages + 5 Mythic Scrolls Effect Increases


Crafting Unlocks Ability Cost
Level 5 1-10 Pages of a Random Spell 250 Spell Dust
Level 15 1-10 Pages of a Spell of a Chosen Color 500 Spell Dust
Level 25 15-75 Pages of a Random Spell 1000 Spell Dust
Level 35 15-75 Pages of a Spell of a Chosen Color 2000 Spell Dust
Level 45 50-100 Pages of a Spell for a Chosen Hero Class 2500 Spell Dust
Level 50 100-200 Pages of a Chosen Spell 4000 Spell Dust + 1 Xione Crystal


  • Are you changing the number of Spells we get playing the game?

Yes. We will be making some adjustments here since you will be needing to see more Spells. This may need to be adjusted over time as everyone settles in.

  • How will Spell Offers work? Will it offer spells you don’t have, spells you need to upgrade or both?

We’ve set up offers for Spells that work more or less the same as the Choose-An-Item Offers already in the game. These will generally have criteria similar to Xione’s abilities above.
We can also do offers for Random Spell Pages.

  • Will we be able to earn Spell Dust anywhere else or only from Xione and if a Spell is at max rarity?

At this stage those will be the 2 main ways. As this system is new, we may need to make adjustments as we go.

  • I can only select some Spells from Xione (level 50) to craft, not all of them?

Xione can only craft spell pages for Spells available from chests. Spells that are only available via the Season Shop, can have further pages purchased from here.


This has been a long work in progress and we are excited to finally get 2.5 out to you later this month, with the Gear Rework blog to follow in the future!

A massive thank-you once again to @Mother_Morgz for writing up this BEHEMOTH of a spell rework blog!

A quick note from me (Jeto): If you have any questions, I will do my best to either answer them myself or get an answer for you!

But I think a lot of things will be answered once you get the update and can get in there. Found it a lot easier to understand once I got to play the update, compared to reading and hearing about the changes in the many meetings we had.

As for any feedback, at this stage please hold off any feedback till you get a chance to try out the new system and then as always, I’ll will pass it along to the team.


When do we get patch notes on all the new juicy chapter goodies that are going to drop?

Full patch notes are usually released the week before the update releases at the earliest, and a couple of days up to the day before at the latest.

Although not sure what chapter items you are expecting to be released this coming update? Or just whats in the next Season?

The 4 new spells and new minions, new gear set and new legendary cache item, that sort of stuff.

Yeah, the Season information will be in the patch notes, likely the week before - as we normally do.

So do only players have the ability to spell critical or the monsters too? Because the monsters on level 10 already have insanely high damage numbers on their spells, so them scoring a critical with a spell would be brutal.

The blog looks good. I am excited for the new direction.

I do have some questions:
It looks like the spell damage and function are remaining largely unchanged in this rework. Is that true? Reading the blog I am assuming “Ancient Mythic” is taking the current upgrade progressions one step further?

Regarding spell book leveling. It appears that spell glyphs are only required to get your book to 50. Are they no longer required at that point?

I appreciate your willingness to engage and clarify.

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Couple quick top of mind questions from reading the post:

  • This sounds like all universal spells are being removed from the game and only restricted Hero(ine) and Season spells will remain after 2.5 launches?

    • I’m presuming that if universal spells are being removed, that any Spell Glyphs that would have been used to raise them to Legendary / Mythic would be refunded and then auto-consumed for raising the spellbook past Level 35?
  • Does the new Spellbook rarity cap at Mythic+ (presuming +8 Attribute / Level 50) or Ancient Mythic (presuming +9 attribute, Level 55?)

  • Xione spell dust generation is of the style of Auri/Adhakus as a resource to collect… every X amount of hours? (1 like Elyra or a number of hours that increase with Xione’s rarity?)

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I think it’s “for each duplicate you have”.

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  • Only the heroes casting spells can deal crit damage from spells, as long as the spell has a spell crit chance.

    • Enemy monsters > no spell crit
    • Enemy hero in PvP > will have spell crit
  • There have been no changes to the spell’s damage and their functions. Should we make changes to the spells themself, we will post in the Balances & Changes thread or announce them in the patch notes with the specifics.

  • You can now take Spells a rarity further with the introduction of Ancient Mythic, but now also all Spells have a Rarity+. So where there were 6 rarities, there are now 12.

  • Yes, Spell Glyphs are now just used to upgrade your Spellbook, as opposed to the Spells themselves - each Hero has their own Spellbook now.

    • But they will likely have uses beyond this in future.
  • Universal spells are not being removed. Might be hard to see in my screenshots, but I’m on 2.5 and you can see my Spell vault - plenty of universal spells in there, just no longer any duplicates of any Spell.

  • The Spellbook limit is level 50, but I have asked one of the devs your specific question about the attributes.

  • Yes, Xione is like the other resource followers. Spelldust can be collected every hour, the amount and storage capacity increases with level.
    Storage capacity as in, she will passively create Spell Dust every hour and continue to do so up to her capacity. Not to be confused with your Inventory (wallet) capacity.

So you can either keep an eye on it and collect every hour, or wait till she is at max storage and collect then.

I’ll try to grab questions in bulk so I can get out one big reply out in a day, rather than a heap of smaller comments


So I was planning on mythic’ing a spell this week from the new chapter for coins. Is this a mistake with the changes that are coming? Am I just throwing away 4 spell glyphs if I do? Should I wait for the changes to happen first? I would hate to just waste 4 spell glyphs if waiting is better.

We have outlined how the compensation will be sent out

So it’s up to you and dependant on the Spell, will depend on how it is compensated.

In the end, the spell is going to still exist, at the highest rarity you have of that spell.
It’s spend Spell Glyphs now or spend Scrolls and Spell Page copies later - Imagine there is a chance you might not have the spell scrolls required or the amount of page copies needed to upgrade it in 2.5

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I think one of the primary concerns with spell damage is that in the current (2.4) system, a level 50 hero with high mastery wielding a spell level 1 direct damage spell can generate 98-99% of that spell’s damage potential at spell level 50. (Whereas at level 1 weapon deals a miniscule amount of damage versus that same weapon at level 50.)

Has the Team considered this balance issue for the new spell system in 2.5?


If this preview is correct, effect of damaging/healing spell will act similar to weapons.

How is this going to work for Season archives where you buy the spell for 200 coins and copies of the spell are unavailable? Would Xione using stardust be the only way in these cases to level up the spell?

Does this mean if I mythic Keelhaul from the new chapter prior to the patch in order to get the chapter goal coins for doing so, that when the patch drops I’d get my 4 spell glyphs and other resources back, because that’s how I interpret these notes or am I wrong?

Finally, I have been waiting so long :smiling_face:

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Thank you for the information and work, I’ll leave the questions until after I try out the changes

This is an important question. Taking into account how the rest of followers work, I am afraid Seasonal spells may be left out of crafting. Therefore, how can we get spell pages for these spells?

Exciting news!

As you have well stated, most questions will be answered once we get the upgrade. However, I do find it important to make 100% sure how Compensation and Transition will work so that we can choose how to best manage our resources prior to the update.

Will this be a “current salvage”? I.e. do we get the same resources as if we salvaged them right now?

I understand that “remaining Spells” refer to the “highest Rarity copy of each of your Spells” that will be kept, so that we would be refunded based on those. Going together with @KenpoKid69 question, I understand this means that if we have, for example, a lvl 45 mythic channel poison spell and 3 other lower level channel poison duplicates, the 3 duplicates would get salvaged, we would keep a lvl 45 mythic spell and we also would be refunded for it the resources required to level it up from common lvl 1, meaning:

  • 12,408 gold
  • 10,128 spell shards
  • 1 uncommon scroll
  • 2 rare scrolls
  • 1 rare relic
  • 3 epic poison scrolls
  • 1 epic relics
  • 4 legendary poison scrolls
  • 3 legendary relics
  • 6 spell glyphs
  • 4 mythic poison scrolls
  • 4 guard relics

Am I right?

According to this, if the spell was, for example, Night Blade, I understand that all the gold, spell shards and spell glyphs listed above would be applied to level up the Assassins Spellbook Level, and the rest of resources would be mailed. Am I right?

And last question. What I understand is that spell pages will only be obtained through chests and Xione. Therefore, we will start the update with 0 spell pages, won’t we? This is also important information to take into account when deciding whether to level up/evolve a spell prior to the update or not.

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