Health & Mana Runes
Compare healing, mana and spirit runes with the potions in their progression. The values in the tables are base rolls: your current level and Healing Increase bonuses determine how much they can restore.
Rayvin Runes: Stage −1
The rayvin healing rune is for Knights, the rayvin mana rune is for Sorcerers and Druids, and the rayvin spirit rune is for Paladins. Their promotions can also use them. All three require level 8, have unlimited uses, and restore your own health or mana.
Each Rayvin rune costs 400 Rayvin Tokens at Merchant's token shop. Payment can use carried Rayvin Tokens and your Rayvin Token bank balance.
Your rune automatically selects the highest row below for which you meet every requirement. There is no separate rune upgrade to select. The Stage −1 label describes the earlier restoration tier used by Rayvin runes from level 350 onward; use the explicit Rayvin values below when comparing their strength. At levels 8, 50, 120 and 200, Rayvin runes use the same base ranges as the corresponding standard tier.
| Required level | Additional requirement | Healing rune: HP | Mana rune: MP | Spirit rune: HP / MP |
|---|---|---|---|---|
| 8 | None | 60–130 | 100–150 | 60–130 / 100–150 |
| 50 | None | 200–350 | 150–250 | 120–220 / 110–180 |
| 120 | None | 350–500 | 240–360 | 250–350 / 150–250 |
| 200 | None | 550–800 | 450–650 | 420–580 / 250–350 |
| 550 | None | 800–1,100 | 650–800 | 600–750 / 280–500 |
| 800 | None | 1,000–1,400 | 800–1,100 | 700–900 / 450–650 |
| 1,200 | Stage 1+ | 1,400–1,700 | 1,100–1,300 | 900–1,150 / 620–900 |
| 1,800 | Stage 2+ and second promotion | 1,700–2,000 | 1,300–1,600 | 1,150–1,400 / 900–1,200 |
There is no new Rayvin tier at level 350. From level 350 through 549, the rune keeps the level-200 base. At level 550 it uses the standard level-350 base; at 800, the standard level-550 base; at 1,200 with Stage 1, the standard level-800 base; and at 1,800 with Stage 2 and second promotion, the final Rayvin row. Standard level-1,200 mana and spirit potions have stronger base rolls now; the final Rayvin mana and spirit rows retain the values shown above.
The level-1,200 Rayvin row allows every promotion in the appropriate vocation family. Only its level-1,800 row requires Guardian, Stalker or Mighty Cleric, or Assassin. If a requirement is missing, the rune falls back to your highest eligible earlier row: for example, level 1,500 with no stage uses the level-800 row.
How Much Does a Rune Restore?
Let R be the random roll from the selected table range, L your current character level, and P your total Healing Increase percentage:
Restoration = R + floor(0.60 × L) + R × P / 100
floor means round down. Healing Increase boosts the random base roll only; it does not boost the level term. This formula has no magic-level term. A spirit rune rolls health and mana separately. A Mighty Cleric multiplies the entire mana result by 1.10.
Your Healing Increase includes applicable equipment, talents and active bonuses. Mighty Cleric normally also has 15% innate Healing Increase, separate from its 10% mana multiplier. CTF, Arena Event and Death Match set the combined Healing Increase percentage to zero.
Any fractional result is truncated to a whole point. Your actual gain is capped by your missing health or mana, so a partly filled resource bar can show less than the calculated amount. Standard items use the same starting formula, followed by any lower-tier reduction described below.
Rayvin Stage −1 Examples
These examples assume 0% Healing Increase and enough health or mana missing. The mana column is for a Sorcerer; it does not include the Mighty Cleric multiplier.
| Current level | Requirement met | Level bonus | Rayvin healing: HP | Rayvin mana: MP |
|---|---|---|---|---|
| 550 | None beyond vocation | 330 | 1,130–1,430 | 980–1,130 |
| 800 | None beyond vocation | 480 | 1,480–1,880 | 1,280–1,580 |
| 1,200 | Stage 1+ | 720 | 2,120–2,420 | 1,820–2,020 |
For example, at level 800 the Rayvin healing rune rolls 1,000–1,400 and adds 480, giving 1,480–1,880 HP with no Healing Increase. With 20% Healing Increase, it instead gives 1,680–2,160 HP, before the missing-health cap.
Standard Healing Runes & Potions
Except for the level-8 health potion, these items are for the Knight family: Knight, Elite Knight and Guardian. The two highest rows require Guardian.
| Required level | Item | Base HP | Additional requirement |
|---|---|---|---|
| 8 | health potion | 60–130 | All vocation families |
| 50 | strong health potion | 200–350 | None |
| 120 | great health potion | 350–500 | None |
| 200 | ultimate health potion | 550–800 | None |
| 350 | supreme health potion | 800–1,100 | Character level below 25,000 |
| 550 | ultimate health rune | 1,000–1,400 | None |
| 800 | Legendary health rune | 1,400–1,700 | None |
| 1,200 | bloodforged elixir health potion | 1,700–2,000 | Stage 1+ and Guardian |
| 1,800 | Bloodforged health rune | 2,000–2,500 | Stage 2+ and Guardian |
Standard Mana Runes & Potions
Except for the level-8 mana potion, these progression items are for Sorcerers and Druids, including Master Sorcerer, Elder Druid, Stalker and Mighty Cleric. The two highest rows require Stalker or Mighty Cleric.
| Required level | Item | Base MP | Additional requirement |
|---|---|---|---|
| 8 | mana potion | 100–150 | All vocation families |
| 50 | strong mana potion | 150–250 | None |
| 120 | great mana potion | 240–360 | None |
| 200 | ultimate mana potion | 450–650 | None |
| 350 | ultimate mana rune | 650–800 | Character level below 25,000 |
| 550 | Legendary mana rune | 800–1,100 | None |
| 800 | Adventure mana rune | 1,100–1,300 | None |
| 1,200 | mystic elixir mana potion | 1,300–1,800 | Stage 1+ and Stalker or Mighty Cleric |
| 1,800 | nystic restoration mana rune | 1,800–2,500 | Stage 2+ and Stalker or Mighty Cleric |
Knight Mana Runes
These two mana runes are for Knight, Elite Knight and Guardian. They use the same level and Healing Increase formula.
| Required level | Item | Base MP | Special rule |
|---|---|---|---|
| 100 | mana rune | 150–250 | Character level below 25,000; lower-tier reduction applies |
| 450 | universal mana rune | 300–450 | Exempt from lower-tier reduction |
Standard Spirit Runes & Potions
Spirit items restore both resources and are for the Paladin family: Paladin, Royal Paladin and Assassin. The two highest rows require Assassin.
| Required level | Item | Base HP / MP | Additional requirement |
|---|---|---|---|
| 50 | great spirit potion | 120–220 / 110–180 | None |
| 120 | ultimate spirit potion | 250–350 / 150–250 | None |
| 200 | ultimate spirit rune | 420–580 / 250–350 | None |
| 350 | Legendary spirit rune | 600–750 / 280–500 | Character level below 25,000 |
| 550 | Adventure spirit rune | 700–900 / 450–650 | None |
| 800 | celestial seal spirit rune | 900–1,150 / 620–900 | None |
| 1,200 | divine elixir spirit potion | 1,150–1,600 / 900–1,400 | Stage 1+ and Assassin |
| 1,800 | divine grace spirit rune | 1,600–2,100 / 1,400–1,800 | Stage 2+ and Assassin |
Lower-Tier Reduction
At character level 550+, a standard item whose required level is below 550 restores a reduced share of the whole formula result. The universal mana rune is exempt.
| Your current level | Share restored by qualifying lower-tier items |
|---|---|
| 550–699 | 70% |
| 700–849 | 55% |
| 850+ | 40% |
Standard items requiring level 550+ keep their full formula result. Rayvin runes have no lower-tier reduction, even when their selected base comes from an earlier standard tier.
Uses & Shared Exhaustion
Rayvin runes remain unlimited. Standard runes and potions requiring level 550+ normally consume one item per use; they are not consumed while you are in an event, dungeon or daily reward area. Standard restoration items requiring less than level 550 are not consumed by this restoration system.
Rayvin runes and standard restoration items share healing/potion exhaustion. Other healing exhaustion and a paralysis rune's brief restoration restriction can also block use. Switching between these items does not bypass shared exhaustion.
Rayvin runes always restore their user. When a standard restoration item is used on another target, its requirements and restoration formula use the user's level, vocation and Healing Increase.