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Blood Shaman Abilities



Last Updated: 8/1/20 2:37 PM

Blood Rites

Balm

Classes and Levels: Blood Shaman(1)

School: Blood Rites (Rite)

Syntax: effuse balm

Early on, the first learned technique of Blood Rites is the ability to heal oneself. Each
Blood Shaman summons the natural energies that permeate the land and then uses this to
restore their vitality. This natural healing energy soothes wounds and reduces pain.

Balm (blood shaman): restores a percentage of health (+potency).(-reuse)

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


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Blessing of the Dragon

Classes and Levels: Blood Shaman(1)

School: Blood Rites (Rite)

Syntax: effuse blessingofthedragon <target> – executes the ability on the target(Single)

Blood Shamans can give a blessing to dragons, which help them speed up the growing process.

Blessing of the Dragon (single ally): increases starts growing as a dragon. by 25% for a
short length of time.

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Blood Droplets

Classes and Levels: Blood Shaman(8)

School: Blood Rites (Rite)

Syntax: effuse blooddroplets <target> – executes the ability on the target(SingleNotSelf)

The blood in your veins is charged with supernatural energies! Sprinkle this upon your
allies to soothe their wounds!

Blood Droplets (single ally): restores a percentage of health (+potency) and restores
stamina (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Clotting

Classes and Levels: Blood Shaman(10)

School: Blood Rites (Skill)

Syntax: automatic

description Blood Shamans often times look to aid others more than to inflict harm. Their
first teachings from the tribal leaders are mastery over tending and binding wounds.
Additionally, they are taught natural ways to heal their own wounds over time.

Clotting (automatic):
increases wound heal chance by 10% (+potency),
increases improves bind wounds(success, healing) (+potency), and
(if blood points greater or equal to 25) increases improves bind wounds(success, healing)
(+potency).

TRAINING KEY:
potency – damage/effectiveness


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Communion of Ghostwave

Classes and Levels: Blood Shaman(100)

School: Blood Rites (Rite)

Syntax: effuse communionofghostwave <target> – executes the ability on the target(Dead)

Through the Ghostwave the Blood Shaman can control Death and Life! Death from life and life
from death. The Blood Shaman can control these, but at a great cost most times. By
unleashing their own stores of blood and own life force, they can forcefully transfer it
into a recently deceased corpse in hopes of jolting it back to life. Overall, a very
painful experience for both parties.

Communion of Ghostwave (single ally):
revives,
prevents any attacks for a short length of time, and
prevents from being attacked for a short length of time.

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Exsanguinate

Classes and Levels: Blood Shaman(1)

School: Blood Rites (Skill)

Syntax: automatic

Blood Shamans are skilled at using their blood to either inflict harm on their enemies or
heal their wounded allies. The more skilled a Shaman is, the more efficient their Blood
Rites are at landing.

Let the blood flow from your body to fuel powerful Blood Rites!

Exsanguinate (automatic): increases blood rites attack (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Hemophilia

Classes and Levels: Blood Shaman(35)

School: Blood Rites (Rite)

Syntax: effuse hemophilia <target> – executes the ability on the target(Single)

“Make their blood thin. Make their blood flow like a stream down a mountain. Make them dry!
Make them brittle! Bleed them!”

Hemophilia (single victim):
(if blood points greater or equal to 25) deals blood damage based on wisdom upon
expiration, for a short length of time (becomes more powerful with character level),
prevents health regeneration for a short length of time (+duration), and
decreases received healing for a short length of time (+potency).(-reuse)

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


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Red Mantle

Classes and Levels: Blood Shaman(12)

School: Blood Rites (Rite)

Syntax: effuse redmantle <target> – executes the ability on the target(SingleNotSelf)

A vicious blood rite, taking much of the Blood Shaman’s own vitality. It is learned early
on in training in order to ensure the young Shaman can mentally and physically deal with
the rigor of Blood Rites. They carve out a portion of their upper shoulders and solidifies
it into a crusted husk of gore. This mantle is then placed an ally to bolster the wearers
life force.

Red Mantle (single ally): increases health for a long length of time (+potency, +duration)
and increases damage mitigation for a long length of time (+potency, +duration)

Additionally (blood shaman), it increases health for a long length of time (+duration).(<+reuse) TRAINING KEY:
potency – damage/effectiveness, duration – length of effect, reuse – length of ability
cooldown


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Scarlet Shards

Classes and Levels: Blood Shaman(1)

School: Blood Rites (Rite)

Syntax: effuse scarletshards <target> – executes the ability on the target(Single)

By forming hardened shards of infused blood, a Blood Shaman can fling these at his or her
enemies, causing great pain!

Scarlet Shards (single victim): deals blood damage based on wisdom (becomes more powerful
with character level) (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Vein Siphon

Classes and Levels: Blood Shaman(16)

School: Blood Rites (Rite)

Syntax: effuse veinsiphon <target> – executes the ability on the target(SingleNotSelf)

Sometimes an unfortunate need, the Blood Shaman has to drain the blood from a victim in
order to restore their own. There have been known instances in Pagri history where willing
tribal members sacrifice themselves in order to fuel their Shamans power in time of great
need.

Vein Siphon (single victim): deals slash damage based on wisdom (becomes more powerful with
character level) (+potency)

Additionally (blood shaman), it restores health by 50% (+potency).(-reuse)

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


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Vivacity

Classes and Levels: Blood Shaman(60)

School: Blood Rites (Rite)

Syntax: effuse vivacity <target> – executes the ability on the target(Dead)

Death from life and life from death. The Blood Shaman can control these, but at a great
cost most times. By unleashing their own stores of blood and own life force, they can
forcefully transfer it into a recently deceased corpse in hopes of jolting it back to life.
Overall, a very painful experience for both parties.

Vivacity (single ally):
revives,
prevents any attacks for a short length of time, and
prevents from being attacked for a short length of time.(-reuse)

TRAINING KEY:
reuse – length of ability cooldown


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Blood Shaman

Flay

Classes and Levels: Blood Shaman(4)

School: Blood Shaman (Skill)

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

Such knife skills cannot be put to waste. Blood Shamans are expert skinners and are often
times put to use to further the cause of their tribe.

Flay (single victim):
deals blood damage based on wisdom (becomes more powerful with character level) (+potency),
deals stun effects, and
decreases damage mitigation by 10% for a short length of time (+duration).(-reuse)

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


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Combat

Armor: Chain

Classes and Levels: ARC(1), CLR(1), EXP(1), FIG(1), MAG(1), ROG(1), TMP(1), AGT(1), BLD(1), RNG(1), WIZ(1), MKT(1), NMR(1), DRN(1), DRN(1), DRN(1), DRN(1), DRN(1), ETH(1), NON(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 75% base 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: ARC(1), CLR(1), EXP(1), FIG(1), MAG(1), ROG(1), TMP(1), AGT(1), BLD(1), RNG(1), WIZ(1), MKT(1), NMR(1), DRN(1), DRN(1), DRN(1), DRN(1), DRN(1), ETH(1), NON(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 75% base 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: ARC(1), CLR(1), EXP(1), FIG(1), MAG(1), ROG(1), TMP(1), AGT(1), BLD(1), RNG(1), WIZ(1), MKT(1), NMR(1), DRN(1), DRN(1), DRN(1), DRN(1), DRN(1), ETH(1), NON(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 75% base 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: ARC(1), CLR(1), EXP(1), FIG(1), MAG(1), ROG(1), TMP(1), AGT(1), BLD(1), RNG(1), WIZ(1), MKT(1), NMR(1), DRN(1), DRN(1), DRN(1), DRN(1), DRN(1), ETH(1), NON(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), NMR(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 and range attack rating by 1 (+potency) and
increases melee damage by 5% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Shield Techniques

Classes and Levels: ARC(1), CLR(1), EXP(1), FIG(1), MAG(1), ROG(1), TMP(1), AGT(1), BLD(1), RNG(1), WIZ(1), MKT(1), NMR(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: Blood Mender

Awakened Recovery

Classes and Levels: Blood Shaman(40)

School: Focus: Blood Mender (Skill)

Syntax: automatic

Blood is the energy of every Shaman and finding ways to naturally restoring is key. The
Shaman is able to rest once per day in order to accelerate their body’s natural recovery
system. This allows the Shaman to naturally restore their blood during consumption and
while resting.

Awakened Recovery (automatic):
increases health regeneration by 25% (+potency),
increases stamina regeneration by 25% (+potency),
increases blood pool drinking (+potency), and
increases blood regeneration (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Circulation

Classes and Levels: Blood Shaman(70)

School: Focus: Blood Mender (Rite)

Syntax: effuse circulation <target> – executes the ability on the target(SingleNotSelf)

Enhancing the body’s circulation and methods in moving blood internally to the desired
locations always increases the recovery process in and out of battle. The Blood Mender
masters this techniques, and applies it both to their allies.

Circulation (single ally):
has a 25% base chance to restore health when attacked for a medium length of time
(+duration),
decreases delay for a medium length of time (+duration), and
a 25% base chance to (if blood points greater or equal to 20) cast a spell a second time
for a medium length of time (+duration).(-reuse)

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


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Crimson Bond

Classes and Levels: Blood Shaman(20)

School: Focus: Blood Mender (Rite)

Syntax: effuse crimsonbond <target> – executes the ability on the target(SingleNotSelf)

A Blood Mender can form a special spiritual bond with another ally, allowing a transfer of
pain and loss of vitality to the Shaman. In battle, Blood Shamans are often paired with the
champion of a tribe, to allow them to rampage with little care for their own lively hood. A
Blood Shaman can only have one bond active at any time.

Crimson Bond (single ally): increases wound avoidance by 50% for a medium length of time
(+potency, +duration)

Additionally (blood shaman), it increases blood pool 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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Deathward

Classes and Levels: Blood Shaman(50)

School: Focus: Blood Mender (Rite)

Syntax: effuse deathward <target> – executes the ability on the target(SingleNotSelf)

In dire circumstances, the Blood Mender can forcefully expel their own blood onto an ally,
granting a jolt of revitalization and a protective ward for a short time. This strains the
Blood Shaman and cannot be used often.

Deathward (single ally):
restores health by current blood points (+potency),
adds a protective ward, which absorbs incoming damage (+potency, +duration), and
(if blood points greater or equal to 12) increases damage mitigation by 50% for a short
length of time.(-reuse)

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


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Ritual of the Red Dawn

Classes and Levels: Blood Shaman(100)

School: Focus: Blood Mender (Rite)

Syntax: effuse ritualofthereddawn ritual <number of buffs> – applies 1-3 buffs based on current training level to your group

Syntax: effuse ritualofthereddawn cleanse – removes all buffs from yourself and those who received them

The epitome of a Blood Mender – sacrificing oneself for the protection of others. The
Ritual Red Dawn allows a Blood Shaman to harness a portion of their own lively hood to
empower others with protective benefits. The ritual takes time to perform and leaves the
Blood Mender in a weakened state during the affects so use this with caution.

Ritual of the Red Dawn (blood shaman): applies random beneficial affects to every group
member at the cost of your health (+potency of buffs, +number of buffs, +less life used per
buff).

Please note, these bonuses do not persist on log out or on death.

TRAINING KEY:
potency – damage/effectiveness


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Vimecation

Classes and Levels: Blood Shaman(90)

School: Focus: Blood Mender (Rite)

Syntax: effuse vimecation <target> – executes the ability on the target(SingleNotSelf)

The Blood Shaman, after several years of training with elders, learns to transfer their own
energized filled blood to an ally, applying various beneficial remedies.

Vimecation (single ally):
restores a percentage of health over time, for a long length of time (+potency, +duration),
increases damage mitigation by 5% for a long length of time (+potency, +duration),
increases knock down resistance by 50% for a long length of time (+potency, +duration), and
(if blood points greater or equal to 25) increases double criticals by 10% for a long
length of time (+duration).(-reuse)

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


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Vital Flow

Classes and Levels: Blood Shaman(10)

School: Focus: Blood Mender (Rite)

Syntax: effuse vitalflow <target> – executes the ability on the target(Single)

The Blood Mender can, when the situation calls for it, unleash their blood upon an ally. By
using the blood’s natural healing properties, it can be used to quickly restore last
vitality and heal any wounds on the ally. This is a rather vulgar rite performed, simply
due to the sheer amount of blood involved, but highly effective.

Vital Flow (single ally):
restores health by 50% (+potency),
a 50% base chance to restore multiple wounds (+chance), and
(if blood points greater or equal to 25) restores health by 25%.(-reuse)

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


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Focus: Sanguimancer

Arterial Effluence

Classes and Levels: Blood Shaman(40)

School: Focus: Sanguimancer (Skill)

Syntax: automatic

Some Blood Shamans enjoy the more spiritual side of Blood Rites. Others reveal in the pain
and violence it brings. The showering of blood, the cutting of flesh to release the juicy
bright red liquid is often times too much to bare for some and sends them into a rage of
delightful effusniations.

Arterial Effluence (automatic): has a 25% base chance to restore blood pool when dealing
damaga (+chance) and a 25% base chance to restore blood pool when damaged (+chance).

TRAINING KEY:
chance – chance of failure/success


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Consumption

Classes and Levels: Blood Shaman(10)

School: Focus: Sanguimancer (Rite)

Syntax: effuse consumption <target> – executes the ability on the target(Single)

You cover your enemies in a thick layer of spiritual blood that burns their skin on every
movement, breath and word. A wretched and painful experience for your victims, but one that
is delightful for..you!

Consumption (single victim): decreases defense rating for a medium length of time (+potency, +duration) and
applies the following on your successful attacks to (self victim):
deals blood damage by current health percentage (+potency) (+duration).(-reuse)
(Applies once per battle to each target)

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


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Gore Storm

Classes and Levels: Blood Shaman(100)

School: Focus: Sanguimancer (Rite)

Syntax: effuse gorestorm

A true master of Blood Rites can summon forth a vicious storm of gore upon their enemies
and lay waste to them. The Blood Shaman can discharge their entire blood reserves into the
air and shower the area with violence for a short time. A draining action on the Shaman,
requiring rest afterwards. Rare, but possible, the blood can become sentient and begin to
rampage through the area…

Gore Storm (victims in the room):
deals blood damage based on blood pool (+potency),
deals blood damage based on blood pool annd blood in the room over time, for a short length
of time (+potency, +duration), and
deals stun effects (+duration)

Additionally (blood shaman), it
summons 1 of ‘a torrent of blood’,
summons 1 of ‘a pool of blood’ for a short length of time,
restores health by 15% (+potency), and
a 1% base chance to summon a mutated crimson colored blood ghoul.(-reuse)

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


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Heart Surge

Classes and Levels: Blood Shaman(70)

School: Focus: Sanguimancer (Skill)

Syntax: automatic

A Sanguimancer can force more blood to be pumped through their heart, increasing the
efficiency and strength of any violent Blood Rite. Some brash Sanguimancers have exploded
their own hearts by pressing this technique to the extreme. Beware!

Heart Surge (automatic): increases blood damage done by 10% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Immunosuppression

Classes and Levels: Blood Shaman(20)

School: Focus: Sanguimancer (Skill)

Syntax: automatic

Lessening the victims natural means to fight off disease and poisons is very beneficial for
the Blood Shaman. Such action makes their future Blood Rites much more effective and
deadly. Some Shamans make this a specialization and a life long mastery.

Immunosuppression (automatic): increases blood rites debuff duration (+potency) and
increases blood rites attack (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Sanguine Purge

Classes and Levels: Blood Shaman(50)

School: Focus: Sanguimancer (Rite)

Syntax: effuse sanguinepurge

This scared Blood Rite, also known as the Overflowing Fields of Blood, forces an enemy’s
blood to expand in size over time, causing great internal damage and eventually, death.

An ancient Blood Shaman first used this on a host of invaders from a nearby tribe, and the
battle ended when they violently exploded on fields before the village, coating it
eternally in a crimson red.

Sanguine Purge (victims in the room): deals blood damage based on wisdom over time, for a
long length of time (becomes more powerful with character level) (+potency) and (if blood
points greater or equal to 10) deals blood damage based on wisdom (becomes more powerful
with character level) (+potency)

Additionally (blood shaman), it restores blood pool over time, for a short length of time
(+duration) and a 20% base chance to (if blood points greater or equal to 15) restore
health over time, for a medium length of time (+potency).(-reuse)

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


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Septicemia

Classes and Levels: Blood Shaman(90)

School: Focus: Sanguimancer (Rite)

Syntax: effuse septicemia <target> – executes the ability on the target(Single)

Sanguimancers specialize in manipulation the blood of others and can make the blood of
their victims to be toxic and vile, causing anguish and pain. Septicemia is a grave
affliction, that is oftentimes lethal.

Septicemia (single victim):
deals blood damage based on wisdom upon expiration, for a short length of time (becomes
more powerful with character level) (+potency),
causes wounds (+potency), and
summons 1 of ‘a pool of blood’ for a medium length of time (+duration).(-reuse)

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


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General

Appraise

Classes and Levels: ARC(1), CLR(1), EXP(1), FIG(1), MAG(1), ROG(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: 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: ARC(1), CLR(1), EXP(1), FIG(1), MAG(1), ROG(1), TMP(1), AGT(1), BLD(1), RNG(1), WIZ(1), MKT(1), NMR(1), DRN(1), DRN(1), DRN(1), DRN(1), DRN(1), ETH(1), NON(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: ARC(1), CLR(1), EXP(1), FIG(1), MAG(1), ROG(1), TMP(1), AGT(1), BLD(1), RNG(1), WIZ(1), MKT(1), NMR(1), DRN(1), DRN(1), DRN(1), DRN(1), DRN(1), ETH(1), NON(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: ARC(1), CLR(1), EXP(1), FIG(1), MAG(1), ROG(1), TMP(1), AGT(1), BLD(1), RNG(1), WIZ(1), MKT(1), NMR(1), DRN(1), DRN(1), DRN(1), DRN(1), DRN(1), ETH(1), NON(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 50% base 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: ARC(1), CLR(1), EXP(1), FIG(1), MAG(1), ROG(1), TMP(1), AGT(1), BLD(1), RNG(1), WIZ(1), MKT(1), NMR(1), DRN(1), DRN(1), DRN(1), DRN(1), DRN(1), ETH(1), NON(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: ARC(1), CLR(1), EXP(1), FIG(1), MAG(1), ROG(1), TMP(1), AGT(1), BLD(1), RNG(1), WIZ(1), MKT(1), NMR(1), DRN(1), DRN(1), DRN(1), DRN(1), DRN(1), ETH(1), NON(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 to 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: ARC(1), CLR(1), EXP(1), FIG(1), MAG(1), ROG(1), TMP(1), AGT(1), BLD(1), RNG(1), WIZ(1), MKT(1), NMR(1), DRN(1), DRN(1), DRN(1), DRN(1), DRN(1), ETH(1), NON(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 shaft reinforced
with metal that can crank a projectile (called a bolt, similar to an arrow) by a mechanical
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 crossbows 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: ARC(30), CLR(30), EXP(30), FIG(30), MAG(30), ROG(30), TMP(30), AGT(30), BLD(30), RNG(30), WIZ(30), MKT(30), NMR(30), DRN(30), DRN(30), DRN(30), DRN(30), DRN(30), ETH(30), NON(30)

School: Risk Posture (Skill)

Syntax: use posture:dominance

Can Toggle Ability (turn on/off).

Posture: Dominance allows the combatant to build morale 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 (user): 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: ARC(30), CLR(30), EXP(30), FIG(30), MAG(30), ROG(30), TMP(30), AGT(30), BLD(30), RNG(30), WIZ(30), MKT(30), NMR(30), DRN(30), DRN(30), DRN(30), DRN(30), DRN(30), ETH(30), NON(30)

School: Risk Posture (Skill)

Syntax: use posture:form

Can Toggle Ability (turn on/off).

Posture: Form allows the combatant to build morale 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 (user): 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: ARC(30), CLR(30), EXP(30), FIG(30), MAG(30), ROG(30), TMP(30), AGT(30), BLD(30), RNG(30), WIZ(30), MKT(30), NMR(30), DRN(30), DRN(30), DRN(30), DRN(30), DRN(30), ETH(30), NON(30)

School: Risk Posture (Skill)

Syntax: use posture:mind

Can Toggle Ability (turn on/off).

Posture: Mind allows the combatant to build morale 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 (user): 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: ARC(30), CLR(30), EXP(30), FIG(30), MAG(30), ROG(30), TMP(30), AGT(30), BLD(30), RNG(30), WIZ(30), MKT(30), NMR(30), DRN(30), DRN(30), DRN(30), DRN(30), DRN(30), ETH(30), NON(30)

School: Risk Posture (Skill)

Syntax: use posture:movement

Can Toggle Ability (turn on/off).

Posture: Movement allows the combatant to build morale 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 (user): 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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Posture: Precision

Classes and Levels: ARC(30), CLR(30), EXP(30), FIG(30), MAG(30), ROG(30), TMP(30), AGT(30), BLD(30), RNG(30), WIZ(30), MKT(30), NMR(30), DRN(30), DRN(30), DRN(30), DRN(30), DRN(30), ETH(30), NON(30)

School: Risk Posture (Skill)

Syntax: use posture:precision

Can Toggle Ability (turn on/off).

Posture: Precision allows the combatant to build morale and exploit weaknesses while
fighting NPCs who also follow the Precision posture stance. Precision focuses on using
techniques to be more accurate and deadly in ones strikes.

Morale will increase combat effectiveness by applying the following cumulative buffs:
1. Eager: +20% critical chance
2. Steady: -16% bleed damage during bleeds
3. Determined: +16 accuracy

Weaknesses will debuff the target in the following way:
-10% critical chance

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

TRAINING KEY:
reuse – length of ability cooldown


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Spec: Basin Worm Totem

Basin Heart Core

Classes and Levels: Blood Shaman(48)

School: Spec: Basin Worm Totem (Skill)

Syntax: automatic(triggered, see below)

Basin Worms are hearty creatures, developed from a tough and hard life digging underground
tunnels. Their internal core is renown amongst the Pagri tribes – resistant to diseases and
able to take many blows before succumbing. It is due to this reason, this part of the Basin
Worms spirit was infused into their totems. During the rage of a battle, the Basin Worm may
burst out of the Blood Shaman’s chest and infuse their allies with the same heartiness for
a short time!

Basin Heart Core (user): applies only area based affects:

Additionally(grouped allies), it increases constitution for a short length of time
(+potency, +duration).(-reuse)
(Executes automatically: to execute on every attack)

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


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Burrow

Classes and Levels: Blood Shaman(94)

School: Spec: Basin Worm Totem (Skill)

Syntax: use burrow <target> – executes the ability on the target(SingleNotSelf)

Basin Worms are known to quickly burrow deep into the ground when scared or escaping from
harm. The early Pagri Shamans saw this skill as a necessary protective measure and made
sure to develop a relationship with the spirits such that the same ability can be called
upon when danger is known to be lurking near by.

Burrow (single ally): teleports to another location on use near death for the next 1
trigger or until the effect dissipates (+duration).(-reuse)

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


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Sheath of Stone

Classes and Levels: Blood Shaman(68)

School: Spec: Basin Worm Totem (Skill)

Syntax: automatic(triggered, see below)

Being ones from stone and earth, the Basin Worms are master of manipulating these natural
energies. The spirit has reached a new vortex, capable of summoning a protecting wall
around the Shaman and their allies. This stone comes from the very ground the shaman stands
on, and is a great display of their mastery over the natural forces.

Sheath of Stone (user): applies only area based affects:

Additionally(grouped allies), it increases damage mitigation by 50% for the next 1 trigger
or until the effect dissipates (+potency, +triggers, +duration).(-reuse)
(Executes automatically: has a 50% to execute chance when damaged)

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


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Worm Skin

Classes and Levels: Blood Shaman(25)

School: Spec: Basin Worm Totem (Skill)

Syntax: automatic(triggered, see below)

Basin worms are large armored creatures, capable of withstanding the strongest of all
blows. This is why the Pagri Shamans of old worshipped the Basin Worms, and dedicated a
totem to them. Inside, they channelled the protective spiritualness such that it can be
channelled out during a great time of need for the holder.

Worm Skin (user): applies only area based affects:

Additionally(grouped allies), it increases damage mitigation for a short length of time
(+potency, +duration) and increases damage mitigation by 2% for a short length of time
(+potency, +duration).(-reuse)
(Executes automatically: executes when damaged)

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


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Spec: Cat Totem

Danger Sense

Classes and Levels: Blood Shaman(42)

School: Spec: Cat Totem (Skill)

Syntax: automatic(triggered, see below)

Closeness with the Cat grants you uncanny reflexes when in dire situations. When taking
damage below half your health total, gain a high bonus to auto-dodge chance.

Danger Sense (user): increases auto dodge by 33% for a short length of time (+potency,
+duration).(-reuse)
(Executes automatically: when damaged, has a 0% to execute. If health is under 50% then the chance is 100% to execute)

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


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Grace of the Cat

Classes and Levels: Blood Shaman(92)

School: Spec: Cat Totem (Skill)

Syntax: use graceofthecat

Those who have long lived the ways of the cat exude an unmistakable presence of grace and
poise. Such shamans may even benefit their allies, calling on the Spirit of the Cat to
bestow the same grace. This places a totem in the room, affecting your group with a the
spirit of the cat.

Grace of the Cat (grouped allies): increases defense rating for a long length of time
(+potency, +duration) and increases auto dodge by 10% for a long length of time (+potency,
+duration).(-reuse)

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


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Killer Cadence

Classes and Levels: Blood Shaman(62)

School: Spec: Cat Totem (Skill)

Syntax: automatic(triggered, see below)

As elegant predators, felines have long practiced the art of hunting. Every moment on the
chase is savored each movement pulls closer the inevitable takedown. When attacking, there
is a chance to have the cat spirit instill all allies with the frevor of killing!

Killer Cadence (user): applies only area based affects:

Additionally(grouped allies), it
increases dexterity for a medium length of time (+potency, +duration),
increases agility for a medium length of time (+potency, +duration), and
increases knock down resistance by 25% for a medium length of time (+potency, +duration). (-reuse)
(Executes automatically: has a 50% chance to execute on every attack)

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


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Spirit Claw

Classes and Levels: Blood Shaman(25)

School: Spec: Cat Totem (Skill)

Syntax: automatic(triggered, see below)

Your attunement with the Cat Totem enhances your blows. When striking with a melee attack,
there is a chance for you to manifest spirit claws that rend your target.

Spirit Claw (single victim): deals slash damage based on strength (becomes more powerful
with character level) (+potency) and a 50% base chance to deal slash damage based on
strength (becomes more powerful with character level) (+potency, +chance).
(Executes automatically: has a 25% chance to execute when dealing damage)

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


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Spec: Devouring Viscercity

Ancestral Tunnel

Classes and Levels: Blood Shaman(63)

School: Spec: Devouring Viscercity (Rite)

Syntax: effuse ancestraltunnel <target> – executes the ability on the target(Group)

The ancestors in the Pagri tribes are an important and key aspect of Pagri life. Pagri
society and every day life revolves around these powerful beings. The Blood Shaman is able
to contact their spiritual ancestors and open a tunnel to their home village, in the hills
north of Tralisia. The journey is difficult and taxing, both on the shaman and the
recipient: both are drained for several moments.

Ancestral Tunnel (single ally): teleportation and deals stun effects.(-reuse)

TRAINING KEY:
reuse – length of ability cooldown


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Bloodsong

Classes and Levels: Blood Shaman(25)

School: Spec: Devouring Viscercity (Skill)

Syntax: use bloodsong

Can Toggle Ability (turn on/off).

The Blood Shaman can sing the Bloodsong of the Pagri, which will make their offensive blood
rites stronger, at the cost of being able to heal their allies. This song is passed down
from generation to generation and is an important part of the Pagri’s culture and way of
life.

Bloodsong (user):
increases blood rites attack (+potency),
increases blood damage done by 12% (+potency), and
increases blood rites damage critical chance (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Sanokinesis

Classes and Levels: Blood Shaman(93)

School: Spec: Devouring Viscercity (Rite)

Syntax: effuse sanokinesis

Sanokinesis is the act of coating your body and soul in pure blood. An intensive but
powerful Blood Rite, it exerts the Shaman’s endurance rather than blood, as they keep
overall possession. This coating stems any wounds, as well as returning the lost blood to
the shaman. A key Blood Rite, in times of need, when too many wounds have been sustained!

Sanokinesis (blood shaman):
restores multiple wounds (+potency),
restores health by 5% (+potency), and
applies the following when wound is healed to (self ally):
restores blood pool (+duration).

Additionally(grouped allies but not the blood shaman), it (if blood points greater or equal
to 25) restores health by 3% over time, for a short length of time (+potency, +duration).(-reuse)

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


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Vikonation

Classes and Levels: Blood Shaman(38)

School: Spec: Devouring Viscercity (Rite)

Syntax: effuse vikonation <target> – executes the ability on the target(Single)

Vikonation, a terrible and merciless Blood Rite, used only in the most dire of
circumstances. The Blood Shaman takes control of the foes wounds and causes their blood to
boil and then bursting outwards in a shower of blood and gore. The explosion of blood is so
great that it cauterizes all the wounds. True masters of the blood can even cause new
wounds to appear afterwards, causing eternal suffering – if the victim survives that is!

Vikonation (single victim): deals blood damage by detonating wounds (+potency) and (if
blood points greater or equal to 25) deals blood damage by current health percentage over
time, for a short length of time (+potency).(-reuse)

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


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Spec: Orb Weaver Totem

Arachnos Rage

Classes and Levels: Blood Shaman(97)

School: Spec: Orb Weaver Totem (Skill)

Syntax: use arachnosrage

The ultimate and dangerous power a Blood Shaman can do is to summon forth the very spirit
of the Arachnos from the totem and place it into another. This process is painful, for the
victim, as they undergo a transformation and grow to eight and become covered in the chitin
that protects a normal Arachnos. Shortly after, a rage begins to take over in the victim,
which can be quite beneficial at the right time.

Arachnos Rage (grouped allies):
increases health for a short length of time (+potency, +duration),
increases damage mitigation by 11% for a short length of time (+potency, +duration), and
increases damage done by 50% for a short length of time (+potency, +duration).(-reuse)

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


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Carrion Rupture

Classes and Levels: Blood Shaman(65)

School: Spec: Orb Weaver Totem (Skill)

Syntax: use carrionrupture

Can Toggle Ability (turn on/off).

It is known that some species of arachnids bait out prey, such as wolves and coyotes, with
carrion. The arachnid hides inside of the slain carcass and when a group of scavengers
approach, they burst forth and devour all that are nearby. This spiritual presence is
inside of the totem and now, enchants you to do the same!

Carrion Rupture (user):
applies the following on your kills to (non-player attacking or aggressive allies in the room):
has a 50% base chance to deal blood damage based on wisdom (becomes more powerful with
character level) (+potency, +chance) (+chance) and increases damage done by 10% (+potency).(-reuse)

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


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Might of the Arthropods

Classes and Levels: Blood Shaman(45)

School: Spec: Orb Weaver Totem (Skill)

Syntax: automatic(triggered, see below)

From the dawn of time, arachnids, arthropods and their kin have roamed the face of Eihydia.
Each new generation stronger and deadlier than the previous. This totem holds their lineage
and you can draw it out during the rigors and rage of mortal combat. Harness the might of
the arthropods and strike your foes down!

Might of the Arthropods (user): applies only area based affects:

Additionally(grouped allies), it increases damage done by 5% for a short length of time
(+potency, +duration).(-reuse)
(Executes automatically: executes when damage is done)

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


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Swarming Spiders

Classes and Levels: Blood Shaman(25)

School: Spec: Orb Weaver Totem (Skill)

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

The Orb Weaver totem instills nightmares in their victims by the way of a thousand swarming
spiders. Directing this spiritual energy, the Blood Shaman can afflict this nightmare on
their foes for a short time.

Swarming Spiders (single victim): deals pierce damage based on wisdom over time, for a
short length of time (becomes more powerful with character level) (+potency, +duration).(-reuse)

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


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Spec: Spirit Totem

Ethereal Minds

Classes and Levels: Blood Shaman(42)

School: Spec: Spirit Totem (Skill)

Syntax: automatic(triggered, see below)

After the Pagri learned how to capture and empower their totems with ancestor spirits, the
first usage was to harness this power. The tribal leaders and healers would summon the
spirits and ask for guidance on important decisions and healing ceremonies. These mystical
spirits would cleanse the leaders mind of confusion, emotion and stress, making harder
decisions easier.

Ethereal Minds (user): applies only area based affects:

Additionally(grouped allies but not the user), it
restores favors (+potency),
increases essence by 3% (+potency), and
restores psi energy (+potency) applies only area based affects:

Additionally(grouped allies), it increases intelligence for a short length of time
(+potency, +duration) and increases wisdom for a short length of time (+potency,
+duration).(-reuse)
(Executes automatically: after using any healing ability)

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


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Mystical Precision

Classes and Levels: Blood Shaman(25)

School: Spec: Spirit Totem (Skill)

Syntax: use mysticalprecision

The first known practice of totem usage by the Pagri was a way to store the spiritual
energies and memories of a deceased loved one. Elaborate rituals and rites were done to
help see the fallen ones spirit transcend this world and read its destination, the totem.
This craft was long perfected ago, and now, Pagri Shamans can summon their ancestors, now
imbued with mystical power from nature, to do their bidding.

Mystical Precision (grouped allies): increases critical attacks by 15% for a short length
of time (+potency, +duration) and increases all critical damage by 15% for a short length
of time (+potency, +duration).(-reuse)

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


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Natures Expulsion

Classes and Levels: Blood Shaman(62)

School: Spec: Spirit Totem (Skill)

Syntax: automatic(triggered, see below)

Nature is always close to the tribal people of the Pagri. At times, they have called upon
their totems to harness Nature to purge evil from their domain. The tribes spiritual
ancestors become one with Nature, thus allowing the Pagri to easily call upon their aid
during a time of need. The spirits brust from the totem and empower all nearby allies to
help their cause in beating back whatever dangers are currently present.

Natures Expulsion (grouped allies but not the user): increases holy damage done by 15% for
the next 1 trigger or until the effect dissipates (+potency, +triggers) and increases spell
damage by 15% for the next 1 trigger or until the effect dissipates (+potency, +triggers).(-reuse)
(Executes automatically: has a 75% chance to execute when dealing damage)

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


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Transcend Death

Classes and Levels: Blood Shaman(99)

School: Spec: Spirit Totem (Skill)

Syntax: automatic(triggered, see below)

The apex of totem mastery of the spiritual ancestors. The Blood Shaman can summon forth the
infinite energies of their ancestors to revitalize them in case of the unfortunate: death.
Nearby nature energy is harnessed before being transferred to the Blood Shaman, restoring
them to life.

Transcend Death (single ally):
revives (+potency),
prevents any attacks for a short length of time, and
prevents from being attacked for a short length of time.(-reuse)
(Executes automatically: executes when you are killed)

TRAINING KEY:
potency – damage/effectiveness, 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), NMR(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 25% base chance to increase the value of sold items (+chance).

TRAINING KEY:
chance – chance of failure/success


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Undead Slaying

Expel Curse

Classes and Levels: Blood Shaman(100)

School: Undead Slaying (Rite)

Syntax: effuse expelcurse <target> – executes the ability on the target(Single)

Blood Shamans are able to cleanse the curses that True Undead place on themselves and
others by using the power of their Blood and Ancestors. These curses can spread if left
unchecked, when a victim perishes, so it is most advisable to cure these curses as soon as
possible.

Expel Curse (single ally): (if target has a curse.) provides immunity against curses for a
short length of time (+potency, +duration) and removes curses (+potency).(-reuse)

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


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Weapon Skill

Axe

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