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Agent Abilities


Clockwork

Clockwork Shell

Classes and Levels: Agent(1)

School: Clockwork (Gadget)

Syntax: crank clockworkshell

Steam: 5%

Steam Upkeep: 1%

Forged by gear-heads in the depths of Vilainburgh Gadget District, this battle shell is a
common device used by Evonia operators and soldiers. It is wired with black cables that
pump in the steam that power the contraption’s spinning gears and widgets. When fully
powered, this suit offers comparable protection to some of the finest armors in Eihydia.
The only downside is the vast amount of steam which is required to fuel it for long periods
of use.

Clockwork Shell (agent): summons a piece of equipment (1 of ‘a clockwork battle shell with
multiple black cables’).

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Concussion Grenade

Classes and Levels: Agent(1)

School: Clockwork (Gadget)

Syntax: crank concussiongrenade

Steam: 10%

Steam Upkeep: 1%

description Engineered to both wound and stun, the concussion grenade is an essential item
in any agent�s arsenal. Primed with explosive powder it has the ability to create a
localized shockwave which can incapacitate and maim.

Concussion Grenade (victims in the room): deals light damage and deals stun effects.
(Applies once per battle to each target)

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Elemental Blast Vaporizer

Classes and Levels: Agent(1)

School: Clockwork (Gadget)

Syntax: crank elementalblastvaporizer

Steam: 10%

Steam Upkeep: 1%

Long shunned by mages, due to political turmoil, Evonians have had to supplement their use
of magic by harnessing the power of clockwork. Eventually the talented gadgeteer, Eddie
Thomason, derived a method to collect and store essence into power cells. Enter the
Elemental Blast Vaporizer. Mounted to the shoulder this mechanized falconet combines the
power of essence and steam to produce a powerful elemental blast to lay waste to your
enemies. Due to the unpredictable nature of essence the cannon usually creates a random
elemental charge, however sometimes it�s not so random.

Elemental Blast Vaporizer (victims in the room):
deals damage based on intelligence and present vulnerabilities (becomes more powerful with
character level) and
x5 a chance to deal damage based on intelligence and present vulnerabilities (becomes more
powerful with character level).

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Frost Blaster

Classes and Levels: Agent(35)

School: Clockwork (Gadget)

Syntax: crank frostblaster <target> – executes the ability on the target(Single)

Steam: 25%

Steam Upkeep: 1%

This gadget was designed to be be used as a support weapon in groups during assaults. The
operation of this device requires intense concentration and sustained blasting!

Frost Blaster (single victim):
deals ice damage (becomes more powerful with character level),
room becomes icy,
summons 1 of ‘some slippery ice’, and
deals stun effects.

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Mechanized Hand

Classes and Levels: Agent(1)

School: Clockwork (Gadget)

Syntax: crank mechanizedhand

Steam: 3%

Steam Upkeep: 1%

“Sometimes two hands just ain’t enough. You need to let your gadgets lend you a hand. Pun
fully intended, of course.” –Master Gadgeteer Eddie Thomason

When the rise of clockworks initially dawned in Evonia, tools to aid the construction
workers were among the first to appear. Both simple and complex versions were created.
Evonian Agents quickly adopted this in their training (with proper modifications, of
course), allowing them to further enhance their already stringent training.

Mechanized Hand (agent): summons a piece of equipment (1 of ‘a bulky iron mechanized
hand’).

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Nightvision Goggles

Classes and Levels: Agent(1)

School: Clockwork (Gadget)

Syntax: crank nightvisiongoggles

Steam: 2%

Steam Upkeep: 1%

Their crystal lenses are powered by steam. When charged, the lens illuminate providing the
wearer with night vision. A small crank on the side will allow the user to keep them
powered.

Nightvision Goggles (agent): summons a piece of equipment (1 of ‘a pair of steam-powered
night vision goggles’).

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Phasing Device

Classes and Levels: Agent(1)

School: Clockwork (Gadget)

Syntax: crank phasingdevice

Steam: 5%

Steam Upkeep: 1%

“In theory it should work… Maybe, hopefully!” – High Gadgeteer Mormount, the Wired

Phasing Device (agent): summons a piece of equipment (1 of ‘a phasing device, generating an
energy shield, connected to clear tubes, spinning mirrors, and steel clamps’).

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Portable Cryogenic Chamber

Classes and Levels: Agent(45)

School: Clockwork (Gadget)

Syntax: crank portablecryogenicchamber deploy – deploys the cryogenic chamber

Syntax: crank portablecryogenicchamber retune – retunes you to your cryogenic chamber

Syntax: crank portablecryogenicchamber status – checks the status(active and attuned) of cryogenic chamber

Syntax: crank portablecryogenicchamber dismantle – dismantles the cryogenic chamber at your location

Steam: 1%

Steam Upkeep: 1%

See: help agent, help steam, help crank, help specializations

Portable Cryogenic Chamber (agent): deploys a crygogenic chamber to try and save your life
on the next death (+chance, +durability, -reuse). NPCs and other enemies can attack your
chamber so keep a close eye on it via the group command! There is no notification if the
chamber is being attacked. You must have a wrist and feet slot EMPTY before using this
ability.

TRAINING KEY: chance – chance of failure/success, reuse – length of ability cooldown

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Pressure Bomb

Classes and Levels: Agent(1)

School: Clockwork (Gadget)

Syntax: crank pressurebomb <target> – executes the ability on the target(Single)

Steam: 10%

Steam Upkeep: 1%

A small round device that is loaded with a water capsule and superheated to create an
explosive steam bomb that knocks enemies down and away from you and your group.

Pressure Bomb (victims in the room): knocks targets near you away from you and deals knock
down effects.

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Reactionary Quick Draw Device

Classes and Levels: Agent(1)

School: Clockwork (Gadget)

Syntax: automatic(triggered, see below)

Steam: 3%

Steam Upkeep: 1%

The Dedicated Reactive Automatic Weapon also known as the “Quick D.R.A.W. Device” permits
the agent to fire off a shot with barely a thought. Drawing its power from your steam
generator, this hair trigger device takes advantage of precise clockwork, and miniature
actuators to instantly discharge an aimed shot when activated. An essential piece for the
agent on-the-go.

Reactionary Quick Draw Device (single victim): deals pierce damage based on weapon power
and agility (becomes more powerful with character level).
(Executes automatically: has a 35% chance to execute when attacked)

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Shimmershield

Classes and Levels: Agent(1)

School: Clockwork (Gadget)

Syntax: crank shimmershield

Steam: 10%

Steam Upkeep: 1%

The Shimmershield, otherwise known as the arch generator, was developed using the most
cutting edge technology available to steamheads today. With the use of strategically
placed gear nodes the device creates an arch field which surrounds the wielder. Once the
field is crossed, and contact is made with the user, a brilliant spark of light is emitted
intended to blind your opponent allowing you to escape into the shadows.

Shimmershield (agent): summons a piece of equipment (1 of ‘an electrically charged shield
of rotating mirrors nicknamed “shimmershield”‘).

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Smoke Bomb

Classes and Levels: Agent(1)

School: Clockwork (Gadget)

Syntax: crank smokebomb

Steam: 10%

Steam Upkeep: 1%

These simple, but useful incendiary devices provide a momentary distraction that allows you
to escape in a flash of light and smoke.

Smoke Bomb (agent): teleportation within current area.

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Steam-Powered Techno Boots

Classes and Levels: Agent(1)

School: Clockwork (Gadget)

Syntax: crank steam-poweredtechnoboots

Steam: 3%

Steam Upkeep: 1%

Advancements in the miniaturization of steam technology helped to facilitate the creation
of these mobility augmenting boots. Pocket-sized pistons concealed in the sole respond to
the slightest movement from the user which allows them increased speed and range.

Steam-Powered Techno Boots (agent): summons a piece of equipment (1 of ‘a pair of
steam-powered iron techno boots covered in copper wire and brass tubes’).

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Wind-up Sublimation Bomb

Classes and Levels: Agent(35)

School: Clockwork (Gadget)

Syntax: crank wind-upsublimationbomb

Steam: 5%

Steam Upkeep: 1%

description
“It’s easy – we just wind this up and toss it in!”

Wind-up Sublimation Bomb (victims in the room):
decreases defense rating for the next 2 triggers or until the effect dissipates,
decreases attack rating for a short length of time, and
increases delay for the next 1 trigger or until the effect dissipates.

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Wrist Gun

Classes and Levels: Agent(1)

School: Clockwork (Gadget)

Syntax: crank wristgun <target> – executes the ability on the target(Single)

Steam: 6%

Steam Upkeep: 1%

Sleek, deadly, and easily concealed this marvel of a device combines precision clockwork
with the power of your steam generator. Tailored from a hardened leather wrist cuff, and
fashioned with a steel barrel, the Wrist Gun’s powerful yet compact design provides a
surprising punch to the unexpected victim.

Wrist Gun (single victim): deals pierce damage by current health percentage.
(Applies once per battle to each target)

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Combat

Armor: Chain

Classes and Levels: All Classes(1)

School: Combat (Skill)

Syntax: automatic

This skill represents the wearers ability to effectively use said armor. While anyone can
wear armor, it does take training and experience to use it to the maximum capability.

Armor: Chain (automatic): has a chance to increase defense rating and lowers hindrance
while wearing chain chest armor (+potency, +chance).

TRAINING KEY:
potency – damage/effectiveness, chance – chance of failure/success


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Armor: Leather

Classes and Levels: All Classes(1)

School: Combat (Skill)

Syntax: automatic

This skill represents the wearers ability to effectively use said armor. While anyone can
wear armor, it does take training and experience to use it to the maximum capability.
Leather armor offers the least protection but more evasion bonuses.

Leather armor comes with an inherent bonus in dodging special attacks from NPCs.

Armor: Leather (automatic): has a chance to increase defense rating and lowers hindrance
while wearing leather chest armor (+potency, +chance).

TRAINING KEY:
potency – damage/effectiveness, chance – chance of failure/success


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Armor: Plate

Classes and Levels: All Classes(1)

School: Combat (Skill)

Syntax: automatic

This skill represents the wearers ability to effectively use said armor. While anyone can
wear armor, it does take training and experience to use it to the maximum capability. Plate
offers the wearer more protection but with penalties to movement and stamina use.

Plate armor receives a bonus in avoiding wounds but at the cost of traveling less distance
per move.

Armor: Plate (automatic): has a chance to increase defense rating and lowers hindrance
while wearing plate chest armor (+potency, +chance).

TRAINING KEY:
potency – damage/effectiveness, chance – chance of failure/success


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Defensive Maneuvers

Classes and Levels: All Classes(1)

School: Combat (Skill)

Syntax: automatic

Defensive Maneuvers is the skill that is used for defense. It consists of dodging, shield
block and parrying. In order to use your shield or your weapon to parry you must have a
shield or weapon equipped. Weapons that are used for parrying increase your defenses.
Certain weapons add more to your defenses then others. Shields raise your defenses but also
subtract from your attack. It is harder to attack while hiding behind a large and bulky
shield. In addition to this shields also have a low chance to automatically block an
incoming attack, both melee and magical.

Defensive Maneuvers (automatic): increases defense rating (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Dual Wield

Classes and Levels: Fighter(15), Rogue(15), Agent(15)

School: Combat (Skill)

Syntax: automatic

Dual wield is an ability that allows Fighters, Agents, and Rogues to wield a second weapon
in their off hand. This will have a chance to trigger a second attack. Not all weapons can
be used to dual wield with. All daggers can be used to dual wield and some other smaller
items.

Dual Wield (automatic): has a chance to strike with an off hand weapon(this grants dual
wield) (+chance).

TRAINING KEY:
chance – chance of failure/success


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Melee Techniques

Classes and Levels: ARC(1), CLR(1), MAG(1), ROG(1), TMP(1), AGT(1), BLD(1), RNG(1), WIZ(1), DRN(1), DRN(1), DRN(1), DRN(1), DRN(1), ETH(1), NON(1)

School: Combat (Skill)

Syntax: automatic

While fighters are masters at melee combat and have access to the powerful Combat
Concentration skill, non-fighters can still learn to become skilled and adept in melee
combat. Melee Training requires patience and dedication to master but ultimately will help
in the long run.

Melee Techniques (automatic): increases melee attack rating by 1 (+potency) and increases
melee damage (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Second Attack

Classes and Levels: Rogue(15), Agent(15), Mystic Knight(15)

School: Combat (Skill)

Syntax: automatic

Second attack allows the attacker to swing their weapon a second time with the previous
attack used. One handed weapons get a reduction in chance and damage done. Two handed
weapons do not and in fact, receive a damage bonus at higher levels. Two handed weapons
receive a bonus to success rate.

To toggle the second swing use the ‘second’ command. This is on by default.

Second Attack (automatic): has a chance to grant a second attack with a one handed
weapon(does less damage, does not work on weak attacks) (-potency, +chance) and a chance to
grant a second attack with a two handed weapon(does more damage, does not work on weak
attacks) (+potency, +chance).

TRAINING KEY:
potency – damage/effectiveness, chance – chance of failure/success


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Shield Techniques

Classes and Levels: CLR(1), EXP(1), FIG(1), MAG(1), ROG(1), TMP(1), AGT(1), BLD(1), RNG(1), MKT(1), DRN(1), DRN(1), DRN(1), DRN(1), DRN(1), ETH(1), NON(1)

School: Combat (Skill)

Syntax: automatic

The shield skill increases the effectiveness of shields by lowering their
hindrance, increase chance to block special attacks and more mitigation for
blocking special attacks.

#RThis skill becomes extremely useful against higher leveled mobs(30+).#c

All shields offer a chance to auto block normal attacks and raise base defense.
Different shields offer varying types of protection:

Normal Attacks:
(Note: Materials increase the base chance to block attacks)
Bucklers: No auto-block bonus for normal attacks.
Kite Shields: Small auto-block bonus for normal attacks.
Tower Shields: Medium auto-block bonus for normal attacks.

Shields offer protection against special attacks from NPCs:
(Note: Materials do not affect the chance to block special attacks)
Bucklers: High chance to block special attacks. Low mitigation of special attacks.
Kite Shields: Medium chance to block special attacks. Medium mitigation of special attacks.
Tower Shields: Low chance to block special attacks. High mitigation of special attacks.

Hindrance:
(Note: Materials do not affect the hindrance)
Bucklers: Low
Kite Shields: Medium
Tower Shields: High

Shield Techniques (automatic): increases lowers hindrance while using a shield and improves
blocking and mitigating special attacks (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Focus: Evonia

Deflector Shield

Classes and Levels: Agent(70)

School: Focus: Evonia (Gadget)

Syntax: crank deflectorshield

Steam: 8%

Steam Upkeep: 1%

“Shields up!”

Deflector Shield (agent): increases magic damage mitigation by 25% for a short length of
time (+potency) and increases spell defense for a short length of time (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Gearhead

Classes and Levels: Agent(20)

School: Focus: Evonia (Skill)

Syntax: automatic

Gearhead (automatic): increases maximum equipped gadgets by 1 (+potency) and decreases
gadget cooldown time (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Killing Fury

Classes and Levels: Agent(40)

School: Focus: Evonia (Skill)

Syntax: automatic

Killing Fury (automatic):
increases melee critical chance by 3% (+potency),
increases melee damage by 3% (+potency),
increases melee attack rating by 1 (+potency), and
increases wound avoidance by 15% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Mangling Claw

Classes and Levels: Agent(50)

School: Focus: Evonia (Gadget)

Syntax: crank manglingclaw <target> – executes the ability on the target(Single)

Steam: 5%

Steam Upkeep: 1%

TBD

Mangling Claw (single victim): causes wounds (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Massacre

Classes and Levels: Agent(100)

School: Focus: Evonia (Skill)

Syntax: use massacre <target> – executes the ability on the target(Single)

The pinnacle of the Evonia Agent Training. Simply summed up with the following statement:
“Time to die…”

Massacre (single victim): deals pierce damage based on weapon power (becomes more powerful
with character level) (+potency).(-reuse)
(Must be hidden to use this ability.)

TRAINING KEY:
potency – damage/effectiveness, reuse – length of ability cooldown


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Shade Fervor

Classes and Levels: Agent(90)

School: Focus: Evonia (Skill)

Syntax: automatic(triggered, see below)

From the darkness you were born and from the darkness you will come. Let the darkness fuel
you and let guide you.

Shade Fervor (user):
has a chance to decrease delay for a short length of time (+duration, +chance),
increases melee attack rating by 2 for a short length of time (+potency, +duration),
increases critical damage mitigation by 25% for a short length of time (+potency,
+duration), and
increases damage mitigation in darkness, inside or in a city by 10% for a short length of
time (+potency, +duration).
(Executes automatically: to execute on every attack if in a city, indoors, in darkness or was/is hidden)

TRAINING KEY:
potency – damage/effectiveness, duration – length of effect, chance – chance of
failure/success


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Shadow Ravage

Classes and Levels: Agent(10)

School: Focus: Evonia (Skill)

Syntax: use shadowravage <target> – executes the ability on the target(Single)

Shadow Ravage is a deadly technique learned by Agents – the capability to strike from the
darkness in order to deal massive damage to their enemies.

Shadow Ravage (single victim): deals pierce damage based on weapon power (becomes more
powerful with character level) (+potency).(-reuse)
(Must be hidden to use this ability.)

TRAINING KEY:
potency – damage/effectiveness, reuse – length of ability cooldown


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Focus: Loanman

Art Of Loanman

Classes and Levels: Agent(100)

School: Focus: Loanman (Skill)

Syntax: use artofloanman

There was a commotion in the room. The sound of steel pushing into flesh and of dying
screams. I did not know if Loanman was one of those screams. Though, he rarely makes any
sound during fights. Several seconds of silence passed. The door opened and Loanman slid
through, like a strand of darkness in the night. I caught a glimpse of his artwork inside:
walls painted with the streaks of blood from his victims. The glistening wetness from the
moonlight cast a brutal scene of what just occurred. The soft sound of dripping blood was
all we heard now. I shivered as Loanman passed by me, the stench of death upon him. I
prayed to Obscurity for being on his side…the other is much more unpleasant and hope I
never end up there…

Art Of Loanman (user): automatically hides and backstabs the entire room (+potency,
+targets attacked, -reuse).

TRAINING KEY: potency – damage/effectiveness, reuse – length of ability cooldown

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Briskness

Classes and Levels: Agent(90)

School: Focus: Loanman (Skill)

Syntax: use briskness

One aspect of working under the tutelage of Loanman Cashking is the importance of speed and
quickness. With agility and dexterity at their highest levels, these facets can be achieved
to such a degree that any dangerous spot can be easily manoeuvred out of. There are even
tales of Loanman, himself, being able to dodge entire volleys of arrows during his
exploits. Unfortunately, no witnesses made it out from that encounter so these accounts
cannot be completely verified.

Briskness (grouped allies but not the user):
increases auto dodge by 5% for a long length of time (+potency, +duration),
increases NPC special attack dodge by 10% for a long length of time (+potency, +duration), and
a chance to increase risk when attacking for a long length of time (+potency, +duration,
+chance)

Additionaly (user), it increases attack rating for a long length of time (+potency,
+duration).(-reuse)

TRAINING KEY:
potency – damage/effectiveness, duration – length of effect, chance – chance of
failure/success, reuse – length of ability cooldown


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Cloak

Classes and Levels: Agent(10)

School: Focus: Loanman (Skill)

Syntax: use cloak

Can Toggle Ability (turn on/off).

“And I couldn’t see his face! Just wisps of darkness – dark as night! It was terrorizing!”

Note: Cloak is a 100% success stalk at max training. Do not train Stalking. Train this!

Cloak (user):
hides physical form,
increases hide success (+potency),
a chance to hides movement between and while moving in rooms (+chance), and
a chance to aggressive npcs ignore you (+chance).

TRAINING KEY:
potency – damage/effectiveness, chance – chance of failure/success


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Cunning

Classes and Levels: Agent(40)

School: Focus: Loanman (Skill)

Syntax: automatic

Loanman is renowned for his cunning and slyness in all aspects of his operations. And now,
under his deft hand and tutelage you are too!

Cunning (automatic):
increases all damage done (+potency),
increases damage done by 6% (+potency),
increases attack rating (+potency), and
increases auto dodge by 5% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Heart Pierce

Classes and Levels: Agent(70)

School: Focus: Loanman (Skill)

Syntax: use heartpierce <target> – executes the ability on the target(Single)

“Two quick jabs, straight to the heart, should do him in… Right here!” – Morgan
Lafayette, Loanman Agent, demonstrating to a group of street thugs, prior to assaulting a
nobleman’s house.

Heart Pierce (up to two victims): deals pierce damage based on missing health as a %,
weapon power, and agility (+potency) and increases critical chance weakness by 10% for a
short length of time (+potency).(-reuse)

TRAINING KEY:
potency – damage/effectiveness, reuse – length of ability cooldown


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Network

Classes and Levels: Agent(20)

School: Focus: Loanman (Skill)

Syntax: use network – shows this help screen

Syntax: use network comm <message> – send a message to all Loanman Agents

Syntax: use network join – joins within the network to gain powers. Can refresh.

Syntax: use network leave – leave the network.

Syntax: use network help [message] – call out to the Network for help. Lasts 60 seconds. Message is optional.

Syntax: use network locate – display the location of all networked Agents.

Syntax: use network assist <player name> – teleports to the player who called for help.

Syntax: use network hideout – teleports to the Loanman Hideout in Tralisia.

Syntax: use network travel – teleports to the group leader.

Loanman Cashking has a vast underground network of spies, rogues, brigands, and other
unsavory folk. They are his ears when he must hear, his eyes when he see, and his blade
when he must kill. It is in your best interest to avoid being a person of interest for the
Network will always find you!

Network (user): allows the Loanman Agent to network with other Loanman Agents for special
abilities:
join: become synced with other Loanman Agents to gain bonuses! More agents on offer more powers! Level 1.
leave: you leave the network and lose all the bonuses associated with it.
locate: you find the location of all networked Agents.
comm: speak to other Loanman Agents! Level 1.
help: send out a cry for help to other Loanman Agents. They can answer the call! Level 3.
assist: assist a Loanman Agent who called for help. You will teleport to them! Level 3.
hideout: travels to the Loanman Hideout in Tralisia! Level 5.
travel: travels to the group leader! Level 7.
Feel free to suggest more abilities and powers!

Detailed Training Benefits:
Opens new powers at levels 3 (help, assist), 5 (hideout) and 7 (travel). Increases the
number of buffs allowed by network join, up to 10.

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Subterfuge

Classes and Levels: Agent(50)

School: Focus: Loanman (Skill)

Syntax: use subterfuge – shows this help screen

Syntax: use subterfuge misdirect <npc> – forces a NPC to stop attacking you.

Syntax: use subterfuge rumor ‘ <name>’ <message> – puts a rumor into the city streets. Logged and subject to approval.

Use ‘ for rumor names with spaces.

Syntax: use subterfuge voice <target> <message> – tries to mimic voice of another target with the message.

Syntax: use subterfuge blend [remove] – disguises as a random townie. Use ‘remove’ to remove the disguise.

Syntax: use subterfuge silentgrab <item> – tries to grab an item from the room silently.

Syntax: use subterfuge block <player> – tries to block a player from leaving the room in the next 10 seconds.

Syntax: use subterfuge throwvoice <direction> <message> – talks in the next room over.

Syntax: use subterfuge slink <direction|portal> – moves in the direction and no one can follow you.

Syntax: use subterfuge conceal <item>| <slot>| <sid> – conceals the inventory item in the room and gives it a SECRET flag.

Syntax: use subterfuge stalk <player> – tries to teleport to the nearby player (up to a few rooms away).

This is an expensive compute time skill so it has a delay.

Loanman and his network of agents have mastered the art of subterfuge – being able to
spread lies, deceit and cause chaos amongst the city’s streets on a whim. By using these
tricks and techniques, honed over hundreds of years, any sort of distraction, or sleight of
“hand” can be performed to push whatever ultimate goal they are currently pursing ahead
forward. Often times, when one realizes what happened or why it happened, it is far too
late.

Subterfuge (user): allows the Loanman Agent to perform subtle acts of subterfuge and
misdirection.

Detailed Training Benefits:
Opens new powers each level, in order of the syntax list.


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General

Appraise

Classes and Levels: All Classes(1)

School: General (Skill)

Syntax: use appraise <item name>| <slot> – executes the ability on the given item.

Appraise allows you to try and deduce what an item is worth. The difficulty depends on the
rarity of the item and any special enchantments it has (such as being a magical or holy
item). Rogues and Dwarves get bonuses to this skill.

Appraise (single ally): appraises the value of an item (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Bind Wounds

Classes and Levels: All Classes(1)

School: General (Skill)

Syntax: use bindwounds <target> – binds a targets wounds

Bind wounds provides a way to stop or lessen the bleeding of wounds incurred in combat.
This ability can be used to regain health even if there are no wounds.

Bind Wounds (single ally): restores a small amount of health and has a chance to heal
wounds sustained in combat (+chance, +number of wounds healed, +potency, -delay).

Bind Wounds heals wounds as follows: up to 1 wound if in combat, up to 2 wounds if out of
combat and standing, and up to 3 wounds if out of combat and sitting/laying down.

Success rate increases while sitting(small bonus) or laying down(higher bonus) and out of
combat.

Sleeping is the quickest way to restore health.

Wounds with projectiles in them can’t be healed. REMOVE them before binding.

TRAINING KEY: potency – damage/effectiveness, chance – chance of failure/success, delay –
length of ability delay on use


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Hide

Classes and Levels: All Classes(1)

School: General (Skill)

Syntax: use hide [carefully] – if carefully is used, you get a bonus to success chance but a much longer delay.

“Darkness, they hide in the darkness – be on your watch!” – unfortante folk walking through
a darkened alley at night.

This skill allows the user to enter the shadows and become unseen. Many factors decide if
the attempt is successful: time of day, number of people in the room, hide level, class,
and attributes. Players and NPCS may search the room to reveal you from the shadows.

In addition, some players or NPCs may be able to see hidden, either by natural means or
magical.

Hide (single ally): allows you to enter the shadows in the room (+chance, -delay). The more
people present the harder and longer the delay.

TRAINING KEY: chance – chance of failure/success, delay – length of ability delay on use

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Sanctified Rest

Classes and Levels: All Classes(1)

School: General (Skill)

Syntax: automatic

Sanctified Rest grants a character the ability to augment their healing rates while
sleeping or resting. Available to the general populace, the skill modifies how a person
rests or sleeps, be it by clearing their mind, teaching them how to bring comfort to their
body by the position they choose to rest in, or merely how to focus their energies into
healing themselves. The skill only works while sleeping or rest and will not heal a person
if they’re affected by damage over time affects, like fire or condemned.

Sanctified Rest (automatic): has a chance to increase regeneration of health, stamina and
essence while resting or sleeping (+potency, +chance).

TRAINING KEY:
potency – damage/effectiveness, chance – chance of failure/success


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Stalking

Classes and Levels: All Classes(1)

School: General (Skill)

Syntax: automatic

Stalking allows you to move from room to room undetected. You must be hidden to use this
skill. It works automatically and there must be someone in the room you’re leaving to gain
skill points for this. If successful, you will gain uses according to the amount of people
in the room. You won’t get a use if someone notices your stalking. You won’t always receive
notification if someone saw you – it’s part of the nature of not knowing if you’re really
being sneaky.

Stalking (automatic): provides the capability to stealthly move between rooms (must be
hidden first) (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Poison Craft

Poison Craft

Classes and Levels: Agent(1)

School: Poison Craft (Skill)

Syntax: use poisoncraft <weapon>| <slot>|primary|secondary <poison> – coats indicated weapon with the poison.

Posions: hemophilia, fatiphilia, riscistis, sappinia, holinima, paralytic, weaklytic, and essenic

You may inspect an item to gather information on the applied poison.

Syntax: use poisoncraft wipe <weapon>| <slot>|primary|secondary – wipes the poison off of the indicated weapon.

Poison Craft allows an Agent to coat a weapon in a deadly poison. The types of poisons are:

holinima: 50% chance to drain 1 favor.
essenic: 50% chance to drain 5% of the essence.
fatiphilia: 50% chance to drain 5% of stamina.
sappinia: 50% chance to affect a random attribute by -3. Lasts 60 seconds. Can stack.
paralytic: 15% chance to stun for 2 seconds.
weaklytic: 50% chance to reduce damage mitigation for 15 seconds. Can stack.

Other specializations and abilities may offer new types of poisons!

Poison Craft (user): allows coating of weapons with a strong poison (+potency, +duration)

TRAINING KEY:
potency – damage/effectiveness, duration – length of effect


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Ranged Weapon Skill

Archery

Classes and Levels: All Classes(1)

School: Ranged Weapon Skill (Skill)

Syntax: automatic

Archery (the skill) is the proficiency in which your character is able to use a bow in
combat. What is a bow? A weapon consisting typically of a piece of long slender wood with a
form of string tied at both ends. An arrow can be placed on this string, pulled back and
released for produce a deadly range attack. There are many variations of bows such as:
Short-bows, longbows, recurve bows and various types of crossbows.

There are several types of projectile heads: broadhead, bodkin and blunt.
Bows receive a 50% damage increase if used beyond 2 units (10 feet) of a target. Advance
or retreat before battle to do maximum damage.

Archery (automatic): increases attack rating while using bows (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Crossbow

Classes and Levels: All Classes(1)

School: Ranged Weapon Skill (Skill)

Syntax: automatic

Crossbow (the skill) is the proficiency in which your character is able to use a Crossbow
in combat. What is a Crossbow? A weapon consisting typically of a wooden weapon reinforced
with metal that can crank a projectile (called a bolt, similiar to an arrow) by a
mechincal force, rather than brute strength like a bow. The bolt can then be fired at the
press of a trigger. There are many variations of swords such as: crossbows, and slybows
(the top is covered with a metal tube, resembling a firearm).

Crossbows are not an ideal weapon to be used constantly. Their reload time is extensive.

Crossbow (automatic): increases attack rating while using crossbows (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Risk Posture

Posture: Dominance

Classes and Levels: All Classes(30)

School: Risk Posture (Skill)

Syntax: use posture:dominance

Can Toggle Ability (turn on/off).

Posture: Dominance allows the combatant to build moral and exploit weaknesses while
fighting NPCs who also follow the Dominance posture stance. Dominance focuses on completely
dominating another target through sheer physical will.

Morale will increase combat effectiveness by applying the following cumulative buffs:
1. Eager: +15% damage
2. Steady: +2 wound level per wound
3. Determined: +50% knockdown chance per hit

Weaknesses will debuff the target in the following way:
+15 risk per action

Posture: Dominance (single ally): build morale and exploit weaknesses while fighting NPCs
who also follow the Dominance posture.(-reuse)

TRAINING KEY:
reuse – length of ability cooldown


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Posture: Form

Classes and Levels: All Classes(30)

School: Risk Posture (Skill)

Syntax: use posture:form

Can Toggle Ability (turn on/off).

Posture: Form allows the combatant to build moral and exploit weaknesses while fighting
NPCs who also follow the Form posture stance. Form focuses on using the body’s natural
methods to be effective in combat.

Morale will increase combat effectiveness by applying the following cumulative buffs:
1. Eager: +20% damage mitigation
2. Steady: -15% ability cost
3. Determined: -5 risk on every attack

Weaknesses will debuff the target in the following way:
-25% critical chance mitigation

Posture: Form (single ally): build morale and exploit weaknesses while fighting NPCs who
also follow the Form posture.(-reuse)

TRAINING KEY:
reuse – length of ability cooldown


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Posture: Mind

Classes and Levels: All Classes(30)

School: Risk Posture (Skill)

Syntax: use posture:mind

Can Toggle Ability (turn on/off).

Posture: Mind allows the combatant to build moral and exploit weaknesses while fighting
NPCs who also follow the Mind posture stance. Mind focuses on being aware and mindful of
the combat situation, allowing you to be more effective!

Morale will increase combat effectiveness by applying the following cumulative buffs:
1. Eager: +25% ability duration
2. Steady: -20% ability reuse
3. Determined: +15% ability potency

Weaknesses will debuff the target in the following way:
-25% special attack damage

Posture: Mind (single ally): build morale and exploit weaknesses while fighting NPCs who
also follow the Mind posture.(-reuse)

TRAINING KEY:
reuse – length of ability cooldown


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Posture: Movement

Classes and Levels: All Classes(30)

School: Risk Posture (Skill)

Syntax: use posture:movement

Can Toggle Ability (turn on/off).

Posture: Movement allows the combatant to build moral and exploit weaknesses while fighting
NPCs who also follow the Movement posture stance. Movement focuses on using speed and
quickness to get the upper hand in battle!

Morale will increase combat effectiveness by applying the following cumulative buffs:
1. Eager: +5 defense
2. Steady: +7 attack
3. Determined: -1 second delay to all actions

Weaknesses will debuff the target in the following way:
+1 second delay to all actions

Posture: Movement (single ally): build morale and exploit weaknesses while fighting NPCs
who also follow the Movement posture.(-reuse)

TRAINING KEY:
reuse – length of ability cooldown


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Spec: Blades of Darkness

Mortality

Classes and Levels: Agent(80)

School: Spec: Blades of Darkness (Skill)

Syntax: use mortality <target> – executes the ability on the target(Single)

At the pinnacle of training, the Agent may be able to learn a lethal skill known as
Mortality. This can only be performed with a specific weapon: a drakar, which is a long and
slender serrated bladed dagger used to inflict gruesome damage to its victim. Typically,
the blade is left in the victim after being removed half way to ravage the internal flesh.
The effect causes grievous harm and suffering on the target and they are unable to
efficiently fight back against its attackers. Finally, some Agents take to naming their
drakar and often times, blood drinker is used.

Mortality (single victim):
deals darkness damage based on weapon power (+potency),
deals knock down effects, and
deals stun effects (+potency, +chance).(-reuse)
(Must be hidden to use this ability.)

TRAINING KEY:
potency – damage/effectiveness, chance – chance of failure/success, reuse – length of
ability cooldown


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Nightfall

Classes and Levels: Agent(62)

School: Spec: Blades of Darkness (Skill)

Syntax: automatic

“When night falls, the shadows come alive to strike us down!”

Nightfall (automatic): increases shadow attack rating by 2 (+potency) and increases shadow
damage by 4% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Shroud Blade

Classes and Levels: Agent(25)

School: Spec: Blades of Darkness (Skill)

Syntax: use shroudblade <target> – executes the ability on the target(Single)

A special technique learned by Agents who walk the path known as Blades of Darkness. The
Agents are able to slightly infuse their blades with the essence of darkness, which on hit,
allows them to fade into the shadows to strike yet once again at their vulnerable enemies!

Shroud Blade (single victim): deals darkness damage based on weapon power (+potency)

Additionaly (user), it provides concealment in the shadows for a short length of time
(+duration) and removes from combat.(-reuse)

TRAINING KEY:
potency – damage/effectiveness, duration – length of effect, reuse – length of ability
cooldown


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Spec: Gears of War

Clockwork Artillery

Classes and Levels: Agent(77)

School: Spec: Gears of War (Gadget)

Syntax: crank clockworkartillery deploy – deploys the artillery

Syntax: crank clockworkartillery fire – fires the artillery at your location (you are immune)

Syntax: crank clockworkartillery dismantle – dismantles the artillery at your location

Steam: 3%

Steam Upkeep: 1%

The military at Evonia is known to have massive batteries of clockwork artierlly which can
hurl explosive shells long distances to incinerate their enemies. As an Agent, you are able
to use a smaller version of this to do the same.

Clockwork Artillery (agent): deploys a clockwork artillery piece used to rain death down on
your current location in the future (+range, +shots, +durability, -reuse). NPCs and other
enemies can attack your artillery so keep a close eye on it via the group command! There is
no notification if the artillery is being attacked.

TRAINING KEY:
reuse – length of ability cooldown


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Jet Boots

Classes and Levels: Agent(25)

School: Spec: Gears of War (Gadget)

Syntax: crank jetboots

Steam: 33%

Steam Upkeep: 1%

When the steam runs out, you will plummet to the ground, so land first!

Jet Boots (agent): summons a piece of equipment (1 of ‘a steam powered pair of titanium jet
boots’).

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Soot Generators

Classes and Levels: Agent(57)

School: Spec: Gears of War (Skill)

Syntax: automatic

A revolutionary machine crafted by the Evonia Gear Savants, that runs on soot and filth
expanded by the steam generators. This permanent generator is almost “self sustaining” and
reduces cranking by 20%. Clearly, this is a vital component to any Agent in the field!

Soot Generators (automatic):
decreases steam cost by 5% (+potency),
increases steam from cranking by 5% (+potency), and
increases steam (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Spec: Toxic Dreams

Double Coat

Classes and Levels: Agent(85)

School: Spec: Toxic Dreams (Skill)

Syntax: automatic

Further mastering the art of poisons, the Agent is able to coat each side of their blade in
order to achieve double applications of poisons. This procedure though, if done
incorrectly, can prove to be deadly: some poisons have deadly reactions if mixed with
another. Strict care and precise knowledge is needed to ensure the users life is not
accidentally scarred, or worse, taken.

Double Coat (automatic): increases number of coats one ach weapon by 1 and a chance to
increase retain ingredient in poison crafting by 1% (+chance).

TRAINING KEY:
chance – chance of failure/success


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Intoxication

Classes and Levels: Agent(60)

School: Spec: Toxic Dreams (Skill)

Syntax: automatic

Once basic knowledge of herbs and other compounds are gained, it is possible to prolong the
duration of poisons on weapons. This particular skill is quite handy for the long
assignments Agents often take up. They are able to pack less poisons and other more
important supplies for their missions.

Intoxication (automatic): increases duration of poisons by 20% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Vile Drippings

Classes and Levels: Agent(25)

School: Spec: Toxic Dreams (Skill)

Syntax: automatic

description OFten, the most deadly of schemes come on the fleeting memories of a dream
early in the morning. Poisons on the other hand, are measured on the heart beats directing
steady hands as new mixtures and concoctions are carefully crafted and applied for
testing…

Grants the following poisons:
riscistis : 50% chance to reduce risk by a small amount every 5 seconds for 60 seconds. Can stack.
hemophilia: 50% chance to increase bleed damage by 2% and prevents wounds from healing for 60 seconds. Can stack.

Vile Drippings (automatic):
increases poison knowledge (grants Riscistis Poison),
increases poison knowledge (grants Hemophilia Poison), and
increases potency of poisons by 10% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Trade Craft

Haggle

Classes and Levels: ARC(1), CLR(1), EXP(1), FIG(1), MAG(1), TMP(1), AGT(1), BLD(1), RNG(1), WIZ(1), MKT(1), DRN(1), DRN(1), DRN(1), DRN(1), DRN(1), ETH(1), NON(1)

School: Trade Craft (Skill)

Syntax: automatic

Haggle is a passive skill that is checked every time a player sells an object from a
shopkeeper. A successful haggle increases the amount of money gained while selling to a
shokeeper.The greater the level in haggle, the better the chance to succeed and the more
money gained from each successful haggle.

Haggle (automatic): has a chance to increase the value of sold items (+chance).

TRAINING KEY:
chance – chance of failure/success


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Weapon Skill

Axe

Classes and Levels: All Classes(1)

School: Weapon Skill (Skill)

Syntax: automatic

Axe (the skill) is the proficiency in which your character is able to use an axe in combat.
What is an axe? A weapon an edge or blade, for felling enemies. It is wielded by a wooden
helve or handle, so fixed in a socket or eye as to be in the same plane with the blade.
There are a few variations of axes such as: Broadaxes, Handaxes, Adzes to name most of
them.

Axe (automatic): increases attack rating while using axes (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Dagger

Classes and Levels: All Classes(1)

School: Weapon Skill (Skill)

Syntax: automatic

A Dagger is a type of weapon available in “A Tempest Season”. What is so special about it
that it deserves its own help file then? The fact that using a dagger or a weapon flagged
dagger will -1 to your attack delay.

Dagger (automatic): increases attack rating while using daggers (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Mace

Classes and Levels: All Classes(1)

School: Weapon Skill (Skill)

Syntax: automatic

Mace (the skill) is the proficiency in which your character is able to use a mace in
combat. What is a mace? A heavy war club with a skinny haft and a thick spiked or flanged
metal head, used to crush armor. There are a few variations of maces such as: Morningstars,
Flails, and the regular mace to name a few.

Mace (automatic): increases attack rating while using maces (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Pole-arm

Classes and Levels: All Classes(1)

School: Weapon Skill (Skill)

Syntax: automatic

Polearm (the skill) is a proficiency that allows any character that possesses it to wield
polearms effectively in combat. Polearms are used for the superior reach they give a
wielder over an enemy, their ability to parry attacks from a greater distance and deal a
considerable amount of damage. The defining feature of a polearm is the pole, or shaft,
which is forged from various materials but primarily iron or wood. While at times the pole
can just remain as just a pole, and still prove deadly, most polearms carry a blade at one
end and at times even at both ends. The weapon comes in one or two handed forms. Usually
one handed polearms come as spears, jabbing weapons that rely on a thrusting attack and two
handed polearms come in the variety of halberds, scythes, glaives and naginatas. Polearms
without a bladed end are known as staves and they rely on crushing attacks to deal damage.

Pole-arm (automatic): increases attack rating while using polearms (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Staff

Classes and Levels: All Classes(1)

School: Weapon Skill (Skill)

Syntax: automatic

Staff (the skill) is the proficiency in which your character is able to use a staff and
similar weapons in combat. A staff usually consists of a long wooden or metal rod, capable
of dealing blunt damage. There are many variations of staffs such as: Staffs, pikestaffs,
long rods, and bo-staffs to name a few.

Staffs and staves are the favorite weapons of Wizards.

Additionally, all staffs have a parry bonus.

Staff (automatic): increases attack rating while using staves (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Sword

Classes and Levels: All Classes(1)

School: Weapon Skill (Skill)

Syntax: automatic

Sword (the skill) is the proficiency in which your character is able to use a sword in
combat. What is a sword? A weapon consisting typically of a long, straight or slightly
curved, pointed blade having one or two cutting edges and set into a hilt. There are many
variations of swords such as: Scimitars, Longswords, Broadswords, Bastard Swords,
Claymores, Katanas, Falchions, Shortswords to name a few.

Sword (automatic): increases attack rating while using swords (+potency).

TRAINING KEY:
potency – damage/effectiveness


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