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Arcanist Abilities


Contents

Arcane

Channel

Classes and Levels: Arcanist(1), Mage(1), Wizard(1)

School: Arcane (Skill)

Syntax: use channel

Allows a magic user to tap directly into the makeup of Nature and pull energy from it. If
successful the user will gain back a percentage of Essence points. Reckless usage of
Channel will cause a disruption in Nature. Sitting down increases your chance of success.
Also, some areas may be stronger or weaker in magic, which will assist or penalize your
chances of drawing essence.

Channel (user): has a chance to increase essence by 10-20% (+potency, +chance).

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


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Detect Magic

Classes and Levels: Arcanist(23), Mage(23), Wizard(23)

School: Arcane (Skill)

Syntax: use detectmagic magic <item|slot|sid> – displays information about the item. For Scholarly Mages, they can have a chance to see the contents of a box.

Syntax: use detectmagic info <player|NPC>|room – displays information about the player/NPC or room.

Syntax: use detectmagic unlock <item> – unlocks an item’s magical power! Note: These can be either positive or negative affects.

Detect magic allows the Mage or Arcanist to see if an item has magical properties and some
magical information regarding players and monsters. The higher your skill the more
information you can detect. Mages at training Veteran or higher can unlock magical
abilities on items with a Weak Blue Aura. The amount and types of bonuses vary on the
Mage’s level.

Detect Magic (user): Detect magic allows the Mage or Arcanist to see if an item has magical
properties, some magical information regarding players, monsters and rooms, and unlock
magical properties on items with Weak Blue Auras (Mages only; failure can occur – removing
the aura).

Detailed Training Benefits:
Increases amount of detected information and success rate of unlocking magical items. At
training Veteran or higher Mages can unlock magical abilities on items with a Weak Blue
Aura. Mage’s level increases number and potency of unlocked bonuses.

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Runic

Classes and Levels: Arcanist(1)

School: Arcane (Skill)

Syntax: use runic <rune> access manage <name> – Adds or removes player name to the trigger list.

Syntax: use runic <rune> access view – Views the access(trigger) list on the rune.

Syntax: use runic <rune> executor manage <name> – Adds or removes player name to the executor list.

Syntax: use runic <rune> executor view – Views the executor list on the rune.

Syntax: use runic <rune> code set <code> – Sets the code on the rune, if it uses one.

Syntax: use runic <rune> code view – Views the code on the rune.

Syntax: use runic <rune> recharge – Recharges the dorment rune.

Syntax: use runic <rune> diffuse <diffuse> – Attempts to destroy the rune.

Syntax: use runic <rune> view – Views the rune.

Note: You may affect runes you don’t own depending on level(ie: diffuse). This is not a 100% chance, however.

NOTE: The interacted rune must be HELD, ARCANIST ONLY RUNE, or in ROOM.

Runic is a mastery of runes, which the Arcanist excels at.

Runic (single victim): allows the Arcanist to interact with their runes such as recharging,
diffusing and giving people access to certain runes (+rune recharge potency, +diffuse
chance). Please see the manual for an indepth explaination of this command:
http://tempestseason.com/manual/magic-arcanists/anaging_Runes

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

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Chronos Evocations

Aeanum Bindings

Classes and Levels: Arcanist(1)

School: Chronos Evocations (Evocation)

Syntax: evoke aeanumbindings

Element: Arcane

A rare and powerful Arcane energy, sometimes called Aeanum, used to manulipute time. This
was discovered by Akarinus, to great affect. By harnessing the most basic aspects of
Aeanum, an Arcanist can slow time around their target. This makes it difficult for the
target to properly control their bodily functions, causing a delay on each action.

Aeanum Bindings (non-player engaged victims in the room): increases delay for a medium
length of time (+potency, +duration).(-reuse)

You must have an Arcane Resonance summoned in order to evoke this. See help resonance for
more information.

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


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Arcane Regulation

Classes and Levels: Arcanist(48)

School: Chronos Evocations (Evocation)

Syntax: evoke arcaneregulation

Element: Arcane

One of the most practiced evocations, this spell serves as both a bridge and a milestone.
It involves spinning aeanum and weaving it over a larger area. Precision is required, as
the aeanum must be quickly tied around each victim. For the Arcanist, mastery of the spell
means that they are ready to begin practicing highly devastating and complex methods of
manipulating resonance energies. This spell is also used for large-scale demonstrations and
combat training, as it is a good way to give armies an idea of what to expect from a rogue
Arcanist.

Arcane Regulation (victims in the room): increases delay for a medium length of time
(+duration).(-reuse)

You must have an Arcane Resonance summoned in order to evoke this. See help resonance for
more information.

TRAINING KEY:
duration – length of effect, reuse – length of ability cooldown


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Eternal Arcanum

Classes and Levels: Arcanist(88)

School: Chronos Evocations (Evocation)

Syntax: evoke eternalarcanum

Element: Arcane

It takes many years of training before an Arcanist’s evocations become effective enough for
use in combat. Even more effort is required before these awe-inspiring forces can be
applied on a larger scale. It is possible to charge an area with aeanum and greatly hinder
those within. The air becomes so dense with aeanum that it directly alters the minds of
those affected, crippling their consciousness. To observers, it will appear as if the
victims are struck dumb. Immense discipline is demanded, as the arcane energies must be
controlled lest they harm allies or cause unintended anomalies. The reward is great,
however, as powerful arcanists may direct the flow of any battle, no matter how large, to
move in the direction of their choice.

Eternal Arcanum (victims in the room): deals stun effects (+potency, +duration).(-reuse)

You must have an Arcane Resonance summoned in order to evoke this. See help resonance for
more information.

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


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Stasis

Classes and Levels: Arcanist(22)

School: Chronos Evocations (Evocation)

Syntax: evoke stasis <target> – executes the ability on the target(NPC)

Element: Arcane

Though Arcanists are known to unleash unstable, destructive forces, the energies involved
have many other applications. With enough willpower, it is possible to direct a pulse of
energy into the delicate fabric of time itself, creating a brief disruption. Proper use of
this technique allows an Arcanist to place an ally in a special stasis, effectively
removing them from all perceivable space. The target of the spell is placed into a spatial
pocket where their wounds heal at an impossibly fast rate.

Stasis (single victim):
restores health by 100%,
deals stun effects (+potency, +duration), and
prevents from being attacked for a short length of time (+potency, +duration).(-reuse)

You must have an Arcane Resonance summoned in order to evoke this. See help resonance for
more information.

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


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Suspend

Classes and Levels: Arcanist(14)

School: Chronos Evocations (Evocation)

Syntax: evoke suspend <target> – executes the ability on the target(Single)

Element: Arcane

Those unfamiliar with the rift are often disturbed by its pulsing, rhythmatic screeching.
This scream originate from the spacial tears in reality scraping against one another. The
focused Arcanist is capable of temporarily ripping a hole wide enough in the space-time
continuum to encapsulate his or her enemy within the the event horizon of the evoked
vortex. Here, time stops and the victim is suspended in the place between reality and
somewhere else. He or she becomes frozen as an outside observer to actions taking place
around him or her. As if it weren’t enough to be rendered helpless, the pulsating screaming
of the rift rips at their mind and body, inflicting minor damage.

Suspend (single victim): deals arcane damage based on the number of debuffs already applied
(becomes more powerful with character level) (+potency) and deals stun effects (+potency,
+duration).(-reuse)

You must have an Arcane Resonance summoned in order to evoke this. See help resonance for
more information.

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


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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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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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Diminution Evocations

Crippling Occanii

Classes and Levels: Arcanist(7)

School: Diminution Evocations (Evocation)

Syntax: evoke cripplingoccanii <target> – executes the ability on the target(Single)

Element: Arcane

Digging their serrated, wispy tendrils into the muscles of your enemy, the evoked Occanni
cripples your target’s strength rendering him or her incapable of delivering powerful
attacks for a short duration.

Crippling Occanii (single victim): decreases damage done by 10% for a medium length of time
(+potency, +duration).(-reuse)

You must have an Arcane Resonance summoned in order to evoke this. See help resonance for
more information.

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


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Helix of Occanii

Classes and Levels: Arcanist(78)

School: Diminution Evocations (Evocation)

Syntax: evoke helixofoccanii <target> – executes the ability on the target(Single)

Element: Arcane

The helix of Occanii is a delicate yet tremendously powerful creation: forming upon the
enemy, seeping deeply into them, and bringing forth their greatest vulnerabilities.

Helix of Occanii (single victim): adds vulnerabilities for a long length of time
(+potency).(-reuse)

You must have an Arcane Resonance summoned in order to evoke this. See help resonance for
more information.

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


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Incongruity

Classes and Levels: Arcanist(3)

School: Diminution Evocations (Evocation)

Syntax: evoke incongruity <target> – executes the ability on the target(Single)

Element: Arcane

With great effort, the Arcanist may reach into the aether and tear the Occanii,
spiral-shaped strands of sound, from the Arcane Resonance. The tendrils of energy wildly
snaps and whips around with ferocity. When directed at your enemies, these powerful strands
will wrap around them, choking and tearing at them with their serrated edges. Within a
short amount of time, the power of the Occanii will seep into your victim’s inner core and
rob them of any chance to successfully mount an attack or establish appropriate defensive
measures against any additional assaults from you or another Arcanist.

Incongruity (single victim): decreases attack rating for a medium length of time
(+duration) and decreases defense rating for a medium length of time (+duration).(-reuse)

You must have an Arcane Resonance summoned in order to evoke this. See help resonance for
more information.

TRAINING KEY:
duration – length of effect, reuse – length of ability cooldown


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Nullify

Classes and Levels: Arcanist(100)

School: Diminution Evocations (Evocation)

Syntax: evoke nullify <target> – executes the ability on the target(Single)

Element: Arcane

Nullification, rendering the strong weak, the thick thin, and wondrous – pitiful. This is
what the Arcanist can do with Nullify.

Nullify (single victim): decreases damage done by 50% for the next 2 triggers or until the
effect dissipates (+potency, +triggers, +duration).(-reuse)

You must have an Arcane Resonance summoned in order to evoke this. See help resonance for
more information.

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


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Origin Drain

Classes and Levels: Arcanist(58)

School: Diminution Evocations (Evocation)

Syntax: evoke origindrain <target> – executes the ability on the target(Single)

Element: Arcane

description Originally discovered accidentally by an Arcanist who wished to reverse the
aging process, this technique allows the user to weaken their opponent by aging them for a
brief period. As the tendrils begin to course throughout the targets body they start to age
the physical nature of the skin, bones, and muscles.

Origin Drain (single victim):
decreases strength for a short length of time (+potency, +duration),
decreases dexterity for a short length of time (+potency, +duration),
decreases agility for a short length of time (+potency, +duration),
decreases constitution for a short length of time (+potency, +duration),
decreases wisdom for a short length of time (+potency, +duration),
decreases intelligence for a short length of time (+potency, +duration), and
decreases charisma for a short length of time (+potency, +duration).(-reuse)

You must have an Arcane Resonance summoned in order to evoke this. See help resonance for
more information.

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


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Sapping Aeanum

Classes and Levels: Arcanist(28)

School: Diminution Evocations (Evocation)

Syntax: evoke sappingaeanum

Element: Arcane

Through “creative” research and experimentation, it was discovered that Aeanum could be
used to be spin threads of highly sensitive Diminution energy. These threads could then be
woven over an enemy to cripple their perception of time. The Aeanum web works by reacting
to its victim’s mental exertions. This becomes highly disruptive in battle, as it weakens
spellcasting and other complex combat maneuvers.

Sapping Aeanum (victims in the room): decreases NPC special attack damage by 16% for a
medium length of time (+potency, +duration).(-reuse)

You must have an Arcane Resonance summoned in order to evoke this. See help resonance for
more information.

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


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Topple

Classes and Levels: Arcanist(38)

School: Diminution Evocations (Evocation)

Syntax: evoke topple <target> – executes the ability on the target(Single)

Element: Arcane

Although sheer chaos and destruction have their welcome places in battle, one must not
ignore basic combat tactics. Arcanists, however, say, “Why wait for an opponent to make a
wrong move when I can force him off his feet?”. Foes can be knocked vulnerable with a
simple blast of occanii. The sonic nature of this attack makes it highly difficult to
defend against; its efficacy is compounded by the otherworldly nature of arcanic energies.

Topple (single victim): deals knock down effects and decreases damage mitigation by 15% for
the next 1 trigger or until the effect dissipates (+potency, +triggers, +duration).(-reuse)

You must have an Arcane Resonance summoned in order to evoke this. See help resonance for
more information.

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


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Energy Evocations

Calescent Narkon

Classes and Levels: Arcanist(9)

School: Energy Evocations (Evocation)

Syntax: evoke calescentnarkon <target> – executes the ability on the target(Single)

Element: Arcane

Tendrils of crackling energy burst from the center of the evoked arcane vortex and
violently whip your enemy. Your victim’s flesh tears and boils with each snap of the
evocation’s white hot, razor-thin fibers. Remember, your target must be properly debuffed
prior to casting this spell in order to inflict maximum damage!

Calescent Narkon (single victim): deals arcane damage based on the number of debuffs
already applied over time, for a medium length of time (becomes more powerful with
character level) (+potency, +duration).(-reuse)

You must have an Arcane Resonance summoned in order to evoke this. See help resonance for
more information.

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


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Raging Narkon

Classes and Levels: Arcanist(32)

School: Energy Evocations (Evocation)

Syntax: evoke ragingnarkon

Element: Arcane

A more powerful version of an earlier technique, this evocation discharges a chaotic storm
into the immediate area. Directed by the Arcanist’s wrath, the unbridled force pursues its
targets relentlessly, sundering even those foes fortunate enough to flee. The storm rages
with such violence that it wreaks considerable damage if left unchecked, its brutal
energies only becoming more potent as the Arcanist debilitates his victims.

Raging Narkon (victims in the room): deals arcane damage based on the number of debuffs
already applied over time, for a medium length of time (becomes more powerful with
character level) (+potency, +duration).(-reuse)

You must have an Arcane Resonance summoned in order to evoke this. See help resonance for
more information.

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


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Time Bomb

Classes and Levels: Arcanist(18)

School: Energy Evocations (Evocation)

Syntax: evoke timebomb <target> – executes the ability on the target(Single)

Element: Arcane

Arcanists learn to harm their foes in different ways– having a varied offensive repertoire
makes them difficult, unpredictable opponents. With this spell, the Arcanist charges a
rough fragment of their resonance and uses it to infuse the space around their victim. Fed
by nearby energy and essence, the arcane instability grows and grows until it collapses
spectacularly, imploding with devastating force.

Time Bomb (single victim): deals arcane damage upon expiration, for a short length of time
(becomes more powerful with character level) (+potency).(-reuse)

You must have an Arcane Resonance summoned in order to evoke this. See help resonance for
more information.

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


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Vaporize

Classes and Levels: Arcanist(68)

School: Energy Evocations (Evocation)

Syntax: evoke vaporize <target> – executes the ability on the target(Single)

Element: Arcane

This devastating evocation, created by Akarinus, was initially intended to harness the
power of a sun to lay waste to whatever stood in its way. The practitioner draws forth a
huge amount of arcane energy from their resonance, and by compressing it magnifies its
power exponentially. The unfortunate target is vaporized into their particle form – a
certainly painful experience!

Vaporize (single victim): deals arcane damage based on the number of debuffs already
applied (becomes more powerful with character level) (+potency).(-reuse)

You must have an Arcane Resonance summoned in order to evoke this. See help resonance for
more information.

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


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Volatile Flare

Classes and Levels: Arcanist(1)

School: Energy Evocations (Evocation)

Syntax: evoke volatileflare <target> – executes the ability on the target(Single)

Element: Arcane

Evoke this explosive pyrotechnic and burn your enemies to a crisp with the power of a
fleeting, unstable star.

Volatile Flare (single victim): deals arcane damage based on the number of debuffs already
applied (becomes more powerful with character level).

You must have an Arcane Resonance summoned in order to evoke this. See help resonance for
more information.

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Evocations

Evocation

Classes and Levels: Arcanist(1)

School: Evocations (Skill)

Syntax: automatic

Evocation allows an Arcanist to harness the power of their arcane spells.

Evocation (automatic): increases spell attack (+potency).
Adds evocation modifiers on newly generated arcane resonances:
o increases potency of evocations by 50%
o increases evocation duration
o increases spell attack

TRAINING KEY:
potency – damage/effectiveness


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Resonance

Classes and Levels: Arcanist(1)

School: Evocations (Evocation)

Syntax: evoke resonance

Syntax: evoke resonance check – checks the energy levels of your arcane resonance

Syntax: evoke resonance dismiss – dismisses your arcane resonance

Syntax: call resonance – calls your arcane resonance back to you

Element: Arcane

Arcanists only use the volatile element known as Arcane. Arcane energy is very unstable and
hard to harness. It takes a very strong will, many years and skill to sufficiently be able
to use this. Arcanists summon small bits of arcane energy, known as rifts, storms or
resonances. There is currently no known official term for these summoned energies. The
Arcanists then extract the energies they wish from these rifts and use it on their enemies.

Resonance (arcanist): summons a cloud of arcane energy so Arcanists may evoke their
evocations. As an Arcanist you MUST have a Resonance in order to evoke evocations. You may
not rest to regenerate health, stamina or essence while controlling a Resonance – it is
mentally and physically taxing.
See the following manual page which explains Arcane Resonances and how they work in great detail:
http://tempestseason.com/manual/magic-arcanists/verview


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Focus: Akarinus Convergence

Abolishing Pulse

Classes and Levels: Arcanist(50)

School: Focus: Akarinus Convergence (Evocation)

Syntax: evoke abolishingpulse <target> – executes the ability on the target(Single)

Element: Arcane

The Convergence can harness their mastery over the Arcane and outright abolish another
person to a different location in the current area. A powerful arcane wave bursts outward
and whisks away the target!

Abolishing Pulse (single victim): teleports within current area and mezermises them
(+potency).(-reuse)

You must have an Arcane Resonance summoned in order to evoke this. See help resonance for
more information.

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


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Aggrandize Genesis

Classes and Levels: Arcanist(40)

School: Focus: Akarinus Convergence (Skill)

Syntax: automatic

It takes much dedication and technique in order to learn the formation and genesis of a
resonance. Once mastered, however, the Arcanist can summon forth extremely potent and
energy filled resonances!

Aggrandize Genesis (automatic):
increases initial power levels(energy, diminution and chronos) on a newly generated arcane
resonance (+potency),
increases evocation duration (+potency), and
increases arcane damage done by 5% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Amplify

Classes and Levels: Arcanist(10)

School: Focus: Akarinus Convergence (Skill)

Syntax: use amplify

The Arcanist has mastered the inner workings of the Resonance – they can amplify the
internal energies at will! The Arcane Resonance becomes super charged with full power!

Amplify (user): recharges all power levels on an arcane resonance (+potency).(-reuse)

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


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Conflux of Akarinus

Classes and Levels: Arcanist(100)

School: Focus: Akarinus Convergence (Skill)

Syntax: use confluxofakarinus

Can Toggle Ability (turn on/off).

At the height of the Arcanists training, the mastery of Akarinus has come to fruition: you
are able to channel his ancient energies into a powerful conflux of unstoppable force!

Conflux of Akarinus (single ally):
x2 increases evocation duration (+potency),
increases critical attacks by 33% (+potency),
increases attack rating (+potency),
a chance to cast a spell a second time (+chance),
increases evocation cost by 50%, and
decreases mitigation of essence damage by 50%.

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


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Converging Resonances

Classes and Levels: Arcanist(20)

School: Focus: Akarinus Convergence (Skill)

Syntax: automatic

By mastering the finer points of Arcane Resonances, the Akarinus Convergence can gain
access to new evocation modifiers as well as increase the number present on their resonance
– allowing for them to trigger during use.

Converging Resonances (automatic): increases maximum amount of evocation modifiers present
(+potency).
Adds evocation modifiers on newly generated arcane resonances:
o decreases evocation delays for a short length of time (+potency) (+triggers)
o increases damage mitigation by 10% for a short length of time (+potency) (+triggers)
o recharges a random energy on an arcane resonance (+potency) (+triggers)
o decreases evocation cooldown time for a short length of time (+potency, +duration) (+triggers)

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


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Diminishing Aura

Classes and Levels: Arcanist(70)

School: Focus: Akarinus Convergence (Evocation)

Syntax: evoke diminishingaura

Element: Arcane

The Akarinus Convergent can craft a power and fast acting arcane aura which when it makes
contact with another being, it causes them to become very weak and frail.

Diminishing Aura (victims in the room):
decreases damage mitigation by 16% for a short length of time (+potency, +duration),
decreases critical damage mitigation by 25% for a short length of time (+potency,
+duration), and
decreases all critical damage by 50% for a short length of time (+potency, +duration).(-reuse)

You must have an Arcane Resonance summoned in order to evoke this. See help resonance for
more information.

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


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Negation Wave

Classes and Levels: Arcanist(90)

School: Focus: Akarinus Convergence (Evocation)

Syntax: evoke negationwave

Element: Arcane

The Arcanist can harness the internal energies of their Resonance and use them to create a
powerful barrier of negation protective measures. Each time an ally is struck, the attacker
is rendered immoblized for a short time!

Negation Wave (grouped allies):
applies the following when attacked to (single ally):
has a chance to deal stun effects (+potency, +chance) (+duration),
applies the following when attacked to (single ally):
adds mesmerize effect (removal from combat and unable to act. If any hostile action is done
against them, the mesmerize will break. The target heals at an extremely accelerated rate
during this time.) for a short length of time (+potency, +duration) (+duration), and
applies the following when attacked to (single ally):
decreases defense rating for a medium length of time (+potency, +duration) (+duration).(-reuse)

You must have an Arcane Resonance summoned in order to evoke this. See help resonance for
more information.

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


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Focus: Rune Master

Aaruelyze

Classes and Levels: Arcanist(90)

School: Focus: Rune Master (Skill)

Syntax: automatic

Aaruelyze is the process of Rune Masters being able to increase the amount of energy runes
can hold. They are able to write the runic characters in such a way where more energy is
held in reserves, in the same space. It is not uncommon for Rune Masters to share knowledge
on this.

Aaruelyze (automatic): increases max energy of runes by 5% (+potency) and increases rune
deactivation level (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Deep Inscriptions

Classes and Levels: Arcanist(50)

School: Focus: Rune Master (Skill)

Syntax: automatic

You can learn a rare and difficult method of inscribing runes: etching characters deeper
and deeper. This allows the Arcanist to inscribe runes on different parts of their body.

Deep Inscriptions (automatic): adds extra rune slots(hands, neck and eyes). At level 1,
hands can be inscribed. At level 5, neck can be inscribed and at level 10, eyes can be
inscribed. Note: This ability is best trained by paying gold (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Rune: Abscond

Classes and Levels: Arcanist(20)

School: Focus: Rune Master (Spell)

Syntax: cast rune:abscond palms|shoulder|face|eyes|hands|neck – casts the rune on the given location.

A marvellous rune based on the larger teleportation rune: the Rune Master has discovered a
way to apply a life-saving rune on their body, which will become active and whisk away the
Arcanist when near death!

The Abscond Rune has a chance to teleport the Arcanist to a nearby room while taking damage
and low on health. The Arcanist will be placed in a hidden state and a short delay. #RThe
rune must be charged at least 50% to work!#d

Rune: Abscond (magic user): summons 1 of ‘an abscond rune’, which does: Abscond Rune
Affect (single ally): has a chance to teleport in a hidden state to a nearby room while
taking damage and low(under 20%) on health (+potency, +chance)..(-reuse)

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


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Rune: Barrier

Classes and Levels: Arcanist(10)

School: Focus: Rune Master (Spell)

Syntax: cast rune:barrier

The Rune Master quickly learns how to expand their room runes with discovery of powerful
characters, allowing for wondrous new runic creations.

The Barrier rune applies a defensive buff to anyone who steps on the rune. The buff will
vanish when stepped off of the rune or within 60 seconds. To refresh, step off and back on.

Rune: Barrier (magic user): summons 1 of ‘a shimmering barrier rune’, which does: Barrier
Affect (single ally): increases defense rating for a medium length of time (+potency,
+duration)..(-reuse)

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


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Rune: Resistance

Classes and Levels: Arcanist(40)

School: Focus: Rune Master (Spell)

Syntax: cast rune:resistance <item name>| <slot> <mitigation type> – casts the rune on the item with the mitigation type.

ACTINATE: WRITE FLAVOR DESCRIPTION HERE.

The Resistance Rune increases the damage mitigation on armor against non-melee damage
sources.

Rune: Resistance (single ally): summons 1 of ‘a resistance rune’, which does: Resistance
Rune Affect (single ally): imbues armor with elemental resistance for a short time..(-reuse)

TRAINING KEY:
reuse – length of ability cooldown


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Rune: Seclusion

Classes and Levels: Arcanist(70)

School: Focus: Rune Master (Spell)

Syntax: cast rune:seclusion

“There once was something there, but now, there is nothing.”

The Seclusion Rune is a defensive rune placed in rooms. The rune will automatically hide
all other runes in the room. Only Arcanist and anyone on the executor list will be able to
see the runes. The rune drains when someone looks in the room.

Rune: Seclusion (magic user): summons 1 of ‘a ring of flickering greyish runes’, which
does: Seclusion Affect (allies in the room): hides a rune (use search command to reveal
any hidden)..(-reuse)

TRAINING KEY:
reuse – length of ability cooldown


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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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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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Rune

Rune: Access

Classes and Levels: Arcanist(17)

School: Rune (Spell)

Syntax: cast rune:access <item name>| <slot> – executes the ability on the given item.

The Arcanists did not get where they are today without a bit of paranoia regarding their
studies. After all, the Arcane element was considered wild and untamed for many Ages. The
access rune adds a layer of protection to any item – and for those without the proper
permission, they are met with a violent explosion.

Rune: Access (magic user): summons 1 of ‘an access rune’, which does: Access Rune Affect
(single ally): deals arcane damage (+potency)..(-reuse)

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


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Rune: Arcana

Classes and Levels: Arcanist(87)

School: Rune (Spell)

Syntax: cast rune:arcana palms|shoulder|face|eyes|hands|neck – casts the rune on the given location.

A personal rune for Arcanists that many use – and many use effectively! Those who wish to
enhance their mind and resonances should look no further. It is said that, Akarinus himself
was very fond of these runes. Not surprising, considering he was a Resonance pioneer.

Rune: Arcana (magic user): summons 1 of ‘a arcana rune’, which does: Arcana Rune Affect
(single ally): increases initial diminution, energy, chronos levels on a newly generated
arcane resonance (+potency), increases intelligence (+potency), and increases spell
attack..(-reuse)

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


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Rune: Blocker

Classes and Levels: Arcanist(47)

School: Rune (Spell)

Syntax: cast rune:blocker

Another intrinsic rune to the Arcanist, yet effective. Each character is dual purpose,
which is uncommon for most runes: detection and activation of a strong stun field. Combined
with the Explosive Rune, the duo is deadly.

The Blocker Rune is an offensive rune placed in rooms. When a NPC or PC enters the room
that is NOT on the access list, it will stun them for a few seconds.

Rune: Blocker (magic user): summons 1 of ‘a blocker rune’, which does: Blocker Affect
(single victim): deals stun effects (+potency, +duration)..(-reuse)

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


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Rune: Critical Mass

Classes and Levels: Arcanist(97)

School: Rune (Spell)

Syntax: cast rune:criticalmass palms|shoulder|face|eyes|hands|neck – casts the rune on the given location.

ACTINATE: WRITE FLAVOR DESCRIPTION HERE.

Rune: Critical Mass (magic user): summons 1 of ‘a critical mass rune’, which does:
Critical Mass Rune Affect (single ally): increases spell critical chance (+potency) and
increases arcane damage done by 2% (+potency)..(-reuse)

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


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Rune: Durability

Classes and Levels: Arcanist(67)

School: Rune (Spell)

Syntax: cast rune:durability <item name>| <slot> – executes the ability on the given item.

The characters that make up the durability rune are quite active and one could say: feisty.
One can think this is out of necessity in order to absorb thousands of blows and reduce the
impact of each one!

The Durability Rune increases the durability of items. Each item has a 20% chance to not
lose a point of durability for each use.

Training this rune increases the chance rate for not losing a point of durability and reuse
time.

Rune: Durability (magic user): summons 1 of ‘a durability rune’, which does: Durability
Rune Affect (single ally): increases the durability of an item (+potency)..(-reuse)

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


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Rune: Explosive

Classes and Levels: Arcanist(27)

School: Rune (Spell)

Syntax: cast rune:explosive

A common yet potent rune: the explosive rune when inscribed in an area will activate when
an enemy enters the area delivering a rather painful explosion!

Rune: Explosive (magic user): summons 1 of ‘an explosive rune’, which does: Explosive Rune
Affect (single ally): deals arcane damage by current health percentage (+potency)..(-reuse)

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


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Rune: Flesh

Classes and Levels: Arcanist(37)

School: Rune (Spell)

Syntax: cast rune:flesh palms|shoulder|face|eyes|hands|neck – casts the rune on the given location.

Another defensive rune, these characters glow pink hue and bestow protection to the flesh.
The Arcanist can seemingly avoid sustaining wounds when they are struck by enemies! It is
not uncommon to find some Arcanists covered in these runes, from head to toe.

Rune: Flesh (magic user): summons 1 of ‘a flesh rune’, which does: Flesh Rune Affect
(single ally): increases wound avoidance by 10-15% (+potency)..(-reuse)

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


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Rune: Siphon

Classes and Levels: Arcanist(7)

School: Rune (Spell)

Syntax: cast rune:siphon palms|shoulder|face|eyes|hands|neck – casts the rune on the given location.

A common utility rune for the Arcanist, the siphon rune decreases the resources for spells.
Unlike other runes, this only can only be inscribed upon the Arcanist.

Rune: Siphon (magic user): summons 1 of ‘a siphon rune’, which does: Siphon Rune Affect
(single ally): decreases spell essence cost by 3% (+potency)..(-reuse)

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


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Rune: Teleporter

Classes and Levels: Arcanist(57)

School: Rune (Spell)

Syntax: cast rune:teleporter

The Arcanist can use runes to create a teleportation network! Unlike other runes, this
requires a complex set of characters to achieve.

The Teleporter Rune allows teleportation to another location in the network. These runes
are connected through a code. If there are more than 2 runes connected to the network, one
will be selected at random. To use the rune, STEP on the rune. The runes have several
charges before going dark and may be recharged afterwards.

To set the code, use the Runic command.

Rune: Teleporter (magic user): summons 1 of ‘an octagon shaped rehin-steel teleporter
rune’, which does: Teleporter Affect (single ally): teleportation..(-reuse)

TRAINING KEY:
reuse – length of ability cooldown


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Rune: Tracker

Classes and Levels: Arcanist(77)

School: Rune (Spell)

Syntax: cast rune:tracker

Another arsenal in the Arcanist’s static weaponry, the tracker rune allows for advanced
notice of intruders on the perimeter of their realms. This rune greatly benefits from also
having a Seclusion rune in the same room.

The Tracker Rune is an utility rune placed in rooms. When a NPC or PC enters or exits a
room a message is sent to everyone on the message list.

To set the message list, add player names to the executor list with the Runic command.

Rune: Tracker (magic user): summons 1 of ‘an eye shaped rune’, which does: Tracker Affect
(single victim): rune enter and exit message and rune enter and exit message..(-reuse)

TRAINING KEY:
reuse – length of ability cooldown


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Rune: Wall

Classes and Levels: Arcanist(1)

School: Rune (Spell)

Syntax: cast rune:wall <item name>| <slot> – executes the ability on the given item.

Arcanists can summon protective runes on other items – known as wall runes. These runes
become active when struck, aiding the wearing in reducing any physical harm to come to
them.

Rune: Wall (single ally): summons 1 of ‘a wall rune’, which does: Wall Rune Affect (single
ally): increases locational damage mitigation (+potency)..(-reuse)

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


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Spec: Archaic Symbolic Lore

Etched Characters

Classes and Levels: Arcanist(55)

School: Spec: Archaic Symbolic Lore (Skill)

Syntax: automatic

“The characters must be etched with exact precision.” explained Zrakium, the Grand
Arcanist. Her student then asked, “And if not?” The Grand Arcanist whipped her head around,
eyes cold as stone: “Then you do not deserve to be an Arcanist!” she scoffed and left,
disgusted.

Etched Characters (automatic): increases max energy of runes by 10% (+potency) and
increases rune recharge amount by 10% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Neurize

Classes and Levels: Arcanist(88)

School: Spec: Archaic Symbolic Lore (Spell)

Syntax: cast neurize <target> – executes the ability on the target(Single)

“Neurize…a secret long lost, but recently rediscovered! It is surmised this technique was
lost sometime in the 10th Age. Simply put, a Rune Master can recharge all their runes
instantly. You may wonder how something so simple was lost to begin with?” asked the
Arcanist of his students. They eagerly nodded, and he replied with loudly, “If too much
energy is used then you can vaporize yourself!” he finished with a chuckle, “They vaporized
themselves!”

Neurize (single ally): increases recharge(s) all worn runes by 50% (+potency).(-reuse)

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


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Rune: Immortal

Classes and Levels: Arcanist(25)

School: Spec: Archaic Symbolic Lore (Spell)

Syntax: cast rune:immortal

Discovered on the edge of insanity and death, Naru’lleq, gave portions of his soul to
several gods to withstand the clutch of death…

The Immortal rune applies a very powerful defensive buff, which greatly reduces all damage
taken, to anyone who steps on the rune. The buff will vanish when stepped off of the rune
or within 60 seconds. To refresh, step off and back on.

Rune: Immortal (magic user): summons 1 of ‘an Arcantrite forged hexagonal rune, covered in
depictions of various gods’, which does: Immortal Affect (single ally): increases damage
mitigation by 50% for a medium length of time (+potency, +duration)..(-reuse)

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


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Rune: Shadow

Classes and Levels: Arcanist(63)

School: Spec: Archaic Symbolic Lore (Spell)

Syntax: cast rune:shadow

Using the dark character, the Arcanist can generate shadows on demand!

The Shadow rune hides anyone who steps on the rune. This rune can only support one person
at a time. The buff will vanish when stepped off of the rune or within 60 seconds. To
refresh, step off and back on. This rune can be used in combat.

Rune: Shadow (magic user): summons 1 of ‘a set of night black runes’, which does: Shadow
Affect (single ally): has a chance to provide concealment in the shadows for a medium
length of time (+potency, +duration)..(-reuse)

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


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Spec: Domination

Erase

Classes and Levels: Arcanist(89)

School: Spec: Domination (Evocation)

Syntax: evoke erase

Element: Arcane

Akarinus having seen what Mesmerize can do, he aimed to perfect it: creating a version that
effects multiple targets at once. He toiled day and night and became obsessed with this
task. It took 4 years and 93 days. By the end, his tower was left in ruins. Legends say, he
emerged from the ruins with only a single spell book and his resonance following behind.
This spell book contained the secrets to Erase and to date, his ultimate prize. Shortly
after, Akarinus vanished for 10 more years before re-emerging…but that tale is for
another day.

Erase (victims in the room): adds mesmerize effect (removal from combat and unable to act.
If any hostile action is done against them, the mesmerize will break. The target heals at
an extremely accelerated rate during this time.) for a medium length of time (+duration).(-reuse)

You must have an Arcane Resonance summoned in order to evoke this. See help resonance for
more information.

TRAINING KEY:
duration – length of effect, reuse – length of ability cooldown


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Manipulation Mastery

Classes and Levels: Arcanist(66)

School: Spec: Domination (Skill)

Syntax: automatic

By mastering the finer points of Arcane Resonances, the Arcanist can harness the powers to
increase their Chronos evocations powers.

Manipulation Mastery (automatic): increases chrons evocation attack (+potency) and
increases initial chronos levels on a newly generated arcane resonance (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Mesmerize

Classes and Levels: Arcanist(25)

School: Spec: Domination (Evocation)

Syntax: evoke mesmerize <target> – executes the ability on the target(Single)

Element: Arcane

Mesmerize is a powerful evocation, created to render a target useless for a short time!
There are tales of Arcanists being able to stop hordes of enemies in their tracks, and then
picking them off one by one. To become a Master Arcanist, one must master the usage of this
evocation!

Mesmerize (single victim): adds mesmerize effect (removal from combat and unable to act. If
any hostile action is done against them, the mesmerize will break. The target heals at an
extremely accelerated rate during this time.) for a medium length of time (+duration).(-reuse)

You must have an Arcane Resonance summoned in order to evoke this. See help resonance for
more information.

TRAINING KEY:
duration – length of effect, reuse – length of ability cooldown


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Spec: Eternal Diminution

Diminution Mastery

Classes and Levels: Arcanist(98)

School: Spec: Eternal Diminution (Skill)

Syntax: automatic

By mastering the finer points of Arcane Resonances, the Arcanist can harness the powers to
increase their Diminution evocations powers.

Diminution Mastery (automatic):
increases diminution evocation attack (+potency),
increases initial diminution levels on a newly generated arcane resonance (+potency), and
increases defense rating (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Eternal Empowerment

Classes and Levels: Arcanist(62)

School: Spec: Eternal Diminution (Skill)

Syntax: automatic

By mastering the finer points of Arcane Resonances, the Arcanist can harness the powers to
increase their Diminution evocations powers.

Eternal Empowerment is a new affect placed on Arcane Resonances and increases greatly the
duration, uses and potency of any Diminution.

Eternal Empowerment (automatic):
Adds an evocation modifier on newly generated arcane resonances:
o empowers diminution evocations(modifies duration, potency and triggers) (+potency) (+triggers)

TRAINING KEY:
potency – damage/effectiveness


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Hemorrhage

Classes and Levels: Arcanist(25)

School: Spec: Eternal Diminution (Evocation)

Syntax: evoke hemorrhage <target> – executes the ability on the target(Single)

Element: Arcane

By manipulating the diminutive energies, an Arcanist can create a focused field around the
body and form of an enemy. This field, when a wound is incurred, it reacts and increases
the size!

Hemorrhage (single victim): increases the size of any received wounds for a long length of
time (+potency, +duration).(-reuse)

You must have an Arcane Resonance summoned in order to evoke this. See help resonance for
more information.

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


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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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