GENERAL COMBAT
* Reduced the damage of one and two-handed Caster weapons except for Wands. The damage of a caster's 1 or 2-handed weapon should now be lower than that of a melee 1 or 2-hander.
* Pets belonging to mentored players now have normalized Armor and Resistance values across all callings.
* NPC Inquisitors no longer cast Bolt of Depravity.

Several changes have been made to combat mechanics and stat derivation to meet these goals:
- Consistent scaling in power with gear across all Callings.
- Clear distinction of stats between Callings.
- Consistent scaling between different damage types with gear.

ATTACK POWER AND SPELL POWER
The amount of Attack Power and Spell Power derived from Strength, Dexterity, Intelligence and Wisdom is now based on the following ratio for each Calling:
* Warrior: 75% from Strength and 25% from Dexterity contributes to Attack Power. 50% from Intelligence and 50% from Wisdom contributes to Spell Power.
* Rogue: 75% from Dexterity and 25% from Strength contributes to Attack Power. 50% from Intelligence and 50% from Wisdom contributes to Spell Power.
* Mage: 75% from Intelligence and 25% from Wisdom contributes to Spell Power. 50% from Strength and 50% from Dexterity contributes to Attack Power.
* Cleric: 75% from Wisdom and 25% from Intelligence contributes to Spell Power. 50% from Strength and 50% from Dexterity contributes to Attack Power.
* 5 Attack Power now adds 1 DPS to your ability attacks, down from 10 Attack Power.

CRITICAL HIT RATING AND SPELL CRITICAL HIT RATING
The amount of Critical Hit Rating and Spell Critical Hit Rating derived from Strength, Dexterity, Intelligence and Wisdom is now based on the following ratio:
* 50% from Strength and 50% from Dexterity contributes to Critical Hit Rating. 50% from Intelligence and 50% from Wisdom contributes to Spell Critical Hit Rating.

BLOCK AND DEFLECT
The mitigation from a successful Block/Deflect is now fixed at 30%. It is no longer increased by Block/Deflect rating. However, this value can be increased by specific soul abilities.
Block/Deflect rating now only increases chance to Block/Deflect.

PARRY AND DODGE
The hard caps for parry and dodge chance have been set at 40%. There are no soft caps for either of them.
The chance to parry derived from each point of Parry Rating is now similar to the chance to dodge derived from each point of Dodge Rating.
The chance to miss, parry, or dodge are now rolled independently instead of on a single determination chance.

HIT AND FOCUS
Hit and Focus will be merged into a single stat called Hit. Focus will be removed from the game and all existing items with Focus on it will be changed to Hit.
Hit is used to reduce the casterís innate chance to Miss for both spell and non-spell attacks and the defenderís chance to Parry and Dodge for non-spell attacks.
* Hit will no longer reduce the defenderís non-physical mitigation.

RESIST
Resist will no longer give the player a chance to Resist or avoid a spell attack. It now only reduces the damage taken from non-physical attacks. The percentage of damage reduction is reduced with increasing player level.
All rings, necklaces and cloaks will now have a +Resist All stat.

CRITICAL POWER
Critical Power is a new stat added into the combat system. It increases the amount of Critical Hit Damage and Critical Heal.
* The Critical Hit damage and healing multiplier starts with a base of 1.5 and caps out at a maximum value of 2.

HIT POINTS
* All Callings now have their Max HP increased by 10 for every point of Endurance.

MANA

Mana regeneration is no longer increased by Intelligence and Wisdom. It is now a fixed value that increases with player level.
* Max mana is equally increased by Intelligence and Wisdom for both Mage and Cleric, and caps out at a specific value. Once the cap is reached, you can no longer get additional mana from Intelligence and Wisdom. However, you can still go beyond the mana cap from talents and consumables.

DUAL WIELDING
When dual wielding, weapon ability attacks from your main hand or off hand will have their weapon damage contribution multiplied by 1.3. This will make the damage from an ability attack with a 2-hander similar to the damage from an ability attack while dual wielding.

PETS
Pets no longer inherit Strength, Dexterity, Intelligence, Wisdom and Endurance from their owner. They will now inherit all derived stats like Attack Power, Spell Power, Resist and Armor from their owner.