This is a detailed blog about the up-coming spells revamp for spells between level 1 and 70 (happening soon). It goes into a lot of detail to explain the reasons this is happening and what it means. First off, what is this update?
We will be changing a lot of spells from level 1 to 69 (and a few at 70), for the most part this will mean existing spells will be customised to be enhanced.
Why are we doing this?
The main objective of this update is to give more of a purpose to the caster classes from level 1 to 69, more-so between 1-30 and somewhat-more-so up to 55-65, to encourage players to use the spells they gain through levelling.
The headline reasons we feel this is necessary are:
- THF customisation from level 1 to 70 is predominantly gear-based
- All gear from level 1 to 70, excluding starter gear, is customised to be more powerful
- Very few level 1 to 70 spells have been customised at all
- Due to this, many spells are ineffective or underused from low levels
- New spells come along so quickly and the benefit is so small (or negligible) that there's no benefit to memorising.
- All caster classes should be useful from level 1 upwards
In my experience of leveling characters to 70, the majority of customisation from level 1 to 70 is gear-based. Players start with and get to obtain great gear, armour and weapons. Right from level 1, they have access to decent free armour and also have the advantage of Sune buffs which significantly increase health and defensive stats. Within the first few levels, melee players have their 1.0 which deal significant damage for a new player (particularly if they proc a DD). Except for the starter gear, 100% of items you gain as you level are custom, enhanced in some way compared to EQ Live.
But spells across these levels have had a lot less customisation on THF; until level 70, very few spells have been customised and the majority reflect the original spell. For example, a brand new player might have about 900hps, can cause about 10-50 melee damage each round and is facing an NPC with about 150hp. A melee player will typically kill it in 3-4 hits or so once they start landing hits. In comparison, the mage starts with a spell that causes 5 damage and the cleric starts with a heal spell that heals 22hp (out of about 900hp of the player's total health). It takes quite a few levels before memorising a heal spell is worth the time taken to do so and nukes, damage shields and definitely DoTs are worthless for quite some time. In short, with the high volume of spells due to the increased rate of levelling earlier on, sorting through them all, memorising them and casting them is often not worth it at all. It’s easier to just let the casters tag along while the melee classes do the majority of the DPS.
So my experience is that level 1 to 70 is melee-heavy because of this. Once your melee classes have a decent weapon and have built up their melee skills, their damage output far exceeds the relatively puny damage spells cause and the healers may as well not bother casting heals because it takes ages to heal to max health. It's faster to just regenerate naturally or go back to Sune and heal/rebuff.
This isn't optimal. We want all classes to feel useful from level 1 to 70 but we don’t want to make melee less effective (it’s really nicely balanced) and we think Sune buffs help make the early levels so much more fun to play, so making spell casting classes more fun and more effective at lower levels is what this update is focusing on.
Other areas of focus
On top of that, we're taking some class defining spells and really applying a focus on them. A great example is the cleric undead spell lines. These spells are going to be much more potent in line with the ramped up custom npcs and this will enable the cleric to be the undead killer again. We're taking this one step further and adding one or two new spells at level 70 that finish the line of spells off. So the Cleric will have a level 70 undead DD and DoT that'll do significant damage combined (spoiler alert, we have plans to make content that allows these spells to be contextually worth using even more in future

Heals will be bumped up from level 1 to 69, including HoT types; the main focus has been between level 1 and 30 (to allow healers to actually do something between those levels) and the remaining levels will see an increase to maintain the upward curve through to level 70. The result is healing classes - including hybrids albeit to a lesser degree - should be able to effectively heal their allies from the first level they receive a heal spell. The other aim was to make the jump in healing power from the 50-60s to 70+ less severe. The result is a smoother upwards curve starting from a higher base value.
Finally, whilst most of this update is based on increasing spell effectiveness, we’ve reviewed the main pet class pet spells (Mage, Necro and Beastlord) because they do disproportionately large amounts of damage at lower levels. On paper, these seem OK at first glance but the damage scales up significantly in reality (and Beastlord pets start triple hitting at level 30, which is way too much, way too early). Their damage output will still be decent but it shouldn’t totally negate the need to cast nukes and dots. As a baseline right now, they’re easily the most powerful classes at low level without casting a single spell except their pet. So that will change to be more balanced.
The only other “nerf” is something that really should have happened a long, long time ago. Whilst we’re not reducing Damage Shield damage (in fact, we’re greatly increasing it except for the best spells of this type), we will be limiting what friendly targets you can cast them on based on the target’s level. The reason for this might be obvious if any of you have ever power-leveled lower-level alts and you just happened to have a level 70 mage with Chaotic Veil of Fire in your spell book! Whilst undeniably fun (and we want to make it clear that we don’t discourage power-leveling and see it as totally acceptable), this usage of the spell really wasn’t intended and totally negates almost all content from level 1 to 60+. This particular spell will be restricted to casting on level 65+ allies and the other damage shield spells will have proportionately sensible restrictions.
What this means
I'm sure you can imagine that this means a huge number of spells will be customised, far too many to tell you about individually (more than 600 including new spells!). We've restricted the spells we'll be updating to only a few “sets” per class and I'll outline that in detail below. For example, we won't touch crowd control spells like root or snares, mez or charm and most buffs will remain untouched; they still do what they need to do just fine.
On the topic of buffs: Most buffs, excluding over-haste and some dps buffs, are relatively pointless until level 70 because Sune takes care of this and I don’t think we’re ready to change that; Sune is a part of what makes the early game fun on THF so that stays as it is. It would be nice to say we don’t need Sune because you can group with buff classes but, realistically speaking, the pace of the low to mid-range game just doesn’t warrant this type of approach. And we want it to be feasible to solo or play with a small group right up to 70 and beyond. So, again, Sune stays as she is and there’s no reason to enhance buffs up to level 69.
The main types of spells we've changed are:
- Heals,
- Direct Damage (including life taps),
- AoE Direct Damage,
- Damage over time,
- and damage shields (the latter only for mage and druid).
These are all spells that impact damage and healing power, essentially. There are some exceptions:
- The Bard’s shielding line will see a buff (absorbing magic damage by 10 at level 46 seems a bit pointless in comparison to the levels of health and the damage nukes do)
- The Mana Conversion spells (Shaman, Necromancer and, to a lesser degree, Shadow Knights) will get a bump (more health lost but definitely more mana returned); at level 6, the Necromancer can return a paltry 2 mana in exchange for -4 health and I’m sure you’ll agree that it’s faster to just regenerate normally and not cast at all. These values made sense on EQ Live back in the day but on THF they don’t.
- Ranger’s Empowering Water line will get a significant boost to the minimum melee damage buff (previously 100%, 125%, 150% and 175%). Increasing minimum damage by 100% sounds great but when most minimum damage is 1…
This obviously will have an impact on the difficulty of the content, though I'd like to think that isn't just to say it's easier just because a mage can now do the same nuking damage as a monk has been able to do for 10 years with their fists at level 15; also consider that the NPC mages will be casting those same spells! But at least now your healers can keep up with it, right? That’s the idea.
Where we'll need to keep a close eye on this is level 30 to 69. And we will ask you to give us feedback, particularly if you're starting out as a caster from level 1 again or are a new caster joining the server (we really want to know how much you enjoyed your experience and where you think it could be improved). Also, some of the figures below might seem high for level 70 but these are only a limited number of spells. We're adjusting level 70 spells with care and thought and only where we felt it was warranted (in most cases, it was just to smooth out the curve up to the best spells and the very best spells aren’t touched). There’s more detail on those spells below (40 in total).
How to Identify Enhanced Spells
In order to easily see what spells have been customised (spells from level 1 to 69; all of the level 70 spells are customised), we're prefixing every enhanced spell with the name of the relevant trainer's name for the main class of each spell. These are the class trainers located in the cave in THF. For example, the cleric trainer is called Staar, so Greater Heal will be renamed to Staar's Greater Heal. You'll get to recognise the various trainer names over the course of leveling up your characters and we feel this is a really simple way to set these spells apart from the rest.