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Cleric Abilities


Contents

Apathy

Apathica

Classes and Levels: Cleric(1)

School: Apathy (Gift)

Syntax: pray apathica [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Apathy

Donation Level Acquired: Devoted

Apathica embodies the core teachings of Apathy: walk without being seen, touch without
notice, and take what is yours. Devoted Clerics strictly follow these teachings and ensure
they never falter.

Apathica (non-player engaged allies in the room): removes you from the hostile target list

Additionaly (cleric:), it prevents from being attacked for a short length of time
(+duration) and restores health by 10% (+potency).

You may spend extra Favors(up to 7) on this gift to increase:
+potency
+duration
+chance

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


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Exploitation

Classes and Levels: Cleric(1)

School: Apathy (Gift)

Syntax: pray exploitation [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Apathy

Donation Level Acquired: Fervent

“Devoted followers of Apathy often demonstrate many characteristics of sociopathic behavior
and are neutral in situations where they do not benefit.” – The Five Entites – 14th Age,
Vol I

Exploitation (single victim): x2 deals holy damage based on wisdom (+potency)

Additionaly (cleric:), it has a chance to
apply the following when damaged to (single victim):
adds a protective ward, which absorbs incoming damage (+potency) (+chance).

You may spend extra Favors(up to 10) on this gift to increase:
+potency
+chance

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


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Hubris

Classes and Levels: Cleric(1)

School: Apathy (Gift)

Syntax: pray hubris [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Apathy

Donation Level Acquired: Fanatic

“Due to their selfish natures, followers of Apathy are generally unable to form meaningful
relationships; they often display antisocial behavior and are inconsiderate, manipulative
and lack total regard for the safety and feelings of others.” – The Five Entites � 14th Age
, Vol I

Hubris (cleric:):
decreases pray delay for the next 1 trigger or until the effect dissipates (+triggers),
increases healing power by 10% for a short length of time (+potency), and
increases holy damage done by 10% for a short length of time (+potency).

Additionaly(grouped allies but not the cleric:), it increases delay for the next 1 trigger
or until the effect dissipates (+potency, +triggers).

You may spend extra Favors(up to 13) on this gift to increase:
+potency
+chance
+uses

TRAINING KEY:
potency – damage/effectiveness, triggers – spells/abilities


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Narcissa Aura

Classes and Levels: Cleric(1)

School: Apathy (Gift)

Syntax: pray narcissaaura [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Apathy

Donation Level Acquired: Devoted

“Go forth and ensure the followers of Apathy do not falter. Go forth and see them through
these dark times!” – Unknown High Priest of Apathy.

Narcissa Aura (single ally): (if current health is less than 50%)
applies the following when damaged to (self ally):
adds a protective ward, which absorbs incoming damage (+potency) for the next 1 trigger
(+triggers).

You may spend extra Favors(up to 5) on this gift to increase:
+potency
+chance
+uses

TRAINING KEY:
potency – damage/effectiveness, triggers – spells/abilities


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Nonexistence

Classes and Levels: Cleric(1)

School: Apathy (Gift)

Syntax: pray nonexistence [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Apathy

Donation Level Acquired: Unnoticed

With a deep prayer, a Cleric of Apathy can request his or her group be granted the power of
of unseen. If answered, a secret veil will cover the Cleric and their group, rendering them
completely unseen! A potent prayer, and one that has served the faithful well.

Nonexistence (grouped allies): provides invisibility for a short length of time (+duration)
and detects invisible players and npcs for a short length of time (+duration).

You may spend extra Favors(up to 10) on this gift to increase:
+duration
+chance

TRAINING KEY:
duration – length of effect


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Sanctuary

Classes and Levels: Cleric(1)

School: Apathy (Gift)

Syntax: pray sanctuary [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Apathy

Donation Level Acquired: Passionate

“With these three lines, protection I will grant onto you, and with this protection, no
harm will come of you my child…” – Verse 43.5

Sanctuary (grouped allies): adds a protective ward, which absorbs incoming damage
(+potency).

You may spend extra Favors(up to 10) on this gift to increase:
+potency
+chance

TRAINING KEY:
potency – damage/effectiveness


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Singular Clarity

Classes and Levels: Cleric(1)

School: Apathy (Gift)

Syntax: pray singularclarity [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Apathy

Early in the formational years of the Church of Apathy, the Entity provided its followers
with a Clarity of Purpose. This Clarity helped the faithful to further the Entitys goals
and eventually, the Church was able to lay strong roots all across the world. Still, to do
this day, many Clerics of Apathy call upon for this Clarity to advance their own goals –
both personal and of the clergy.

Singular Clarity (grouped allies):
increases intelligence for a long length of time (+potency),
increases wisdom for a long length of time (+potency),
increases spell damage by 5% for a long length of time (+potency), and
increases healing power by 5% for a long length of time (+potency).

You may spend extra Favors(up to 8) on this gift to increase:
+potency
+chance

TRAINING KEY:
potency – damage/effectiveness


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Stoicism

Classes and Levels: Cleric(1)

School: Apathy (Gift)

Syntax: pray stoicism [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Apathy

Stoicism (single ally): adds a protective ward, which absorbs incoming damage (+potency).

You may spend extra Favors(up to 8) on this gift to increase:
+potency
+chance

TRAINING KEY:
potency – damage/effectiveness


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Basic

Alacrity

Classes and Levels: Cleric(1)

School: Basic (Gift)

Syntax: pray alacrity [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Basic

Donation Level Acquired: Unceremonious

“From above she came, with the grace of an eagle, and the speed of a ray of light. The
blade transcended time, her arms moving in a blur of divine charged haste, vanquishing the
threat before me. The battle now over, my unnamed ally stood where she was first seen…” –
Romsca Fouine, Tralisian Adventurer, Silent Wood.

Alacrity (grouped allies): decreases delay for a medium length of time (+duration).

You may spend extra Favors(up to 10) on this gift to increase:
+duration
+chance

TRAINING KEY:
duration – length of effect


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Awakening

Classes and Levels: Cleric(1)

School: Basic (Gift)

Syntax: pray awakening [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Basic

Donation Level Acquired: Unceremonious

After much tutelage and reading of the scared and holy texts, the Cleric learns the
barriers between life and death. Performing the seemingly impossible feat of
self-resurrection, the Cleric can rise from their ashes and leave the doorsteps of the
realm of the dead, and return to the living. A powerful and draining task, the newly
revived needs to be weary of any potential threats as this desperate ritual can only be
performed every so often.

Awakening (cleric:):
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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Celestial Grasp

Classes and Levels: Cleric(1)

School: Basic (Gift)

Syntax: pray celestialgrasp [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Basic

Donation Level Acquired: Truthful

Reaching Truthful devotion with their Entity, a Cleric gains a new power to request
teleportation of the target back to Tralisia. Upon fulfilment, a large beam of white light
explodes from the sky to whisk away the recipient!

Celestial Grasp (single ally): teleportation.

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Exodus

Classes and Levels: Cleric(1)

School: Basic (Gift)

Syntax: pray exodus [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Basic

Donation Level Acquired: Zealous

With even more devotion, the Cleric can turn their Celestial Grasp gift to one that
teleports themselves and their allies to the center of Tralisia. The sky is filled with a
blinding white light of your Entity before it descends down upon your allies, and whisks
all away to safety.

Exodus (grouped allies): teleportation.

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Rebuke

Classes and Levels: Cleric(1)

School: Basic (Gift)

Syntax: pray rebuke [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Basic

Not all power from the Entity can be used to heal. Some rituals and ceremonies are used to
inflict an intense forces against the Clerics enemies when a Cleric needs to defend
themselves.

Rebuke (single victim): deals holy damage based on wisdom (becomes more powerful with
character level) (+potency).

You may spend extra Favors(up to 99) on this gift to increase:
+potency
+chance

TRAINING KEY:
potency – damage/effectiveness


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Rejuvenation

Classes and Levels: Cleric(1)

School: Basic (Gift)

Syntax: pray rejuvenation [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Basic

By communing with their Entity, Clerics and infuse a portion of the natural godly
rejuvenative divine energies on their allies. This powerful aura soothes pain and closes
wounds for the time it is active. Like with any touch of holy powers, this will fade unless
refreshed by another devout prayer.

Rejuvenation (single ally): restores health over time, for a long length of time (+potency)
and a chance to restore a single wound over time, for a long length of time.

You may spend extra Favors(up to 20) on this gift to increase:
+potency
+chance

TRAINING KEY:
potency – damage/effectiveness


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Restoration

Classes and Levels: Cleric(1)

School: Basic (Gift)

Syntax: pray restoration [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Basic

Donation Level Acquired: Faithful

Only the most faithful Clerics are able to perform the rites of resurrection. The teachings
and rituals involved require much experience and time to master. Once reaching Faithful
devotion status with their Entity, this gift can bestowed on a fallen ally, and if the
Entity approves, restore them back to the world of living.

Restoration (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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Righteous Aura

Classes and Levels: Cleric(1)

School: Basic (Gift)

Syntax: pray righteousaura [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Basic

It is known that the righteous will always prevail in the face of heretics. Every faith on
Eihydia has crafted elaborate rituals in order to infuse their followers with this
righteousness, casting them in an aura of their Entity. This aura shines bright upon the
non-believers, neutralizing their heretical blasphemies!

Righteous Aura (grouped allies): increases defense rating for a long length of time
(+potency).

You may spend extra Favors(up to 7) on this gift to increase:
+potency
+chance

TRAINING KEY:
potency – damage/effectiveness


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Sacred Protection

Classes and Levels: Cleric(1)

School: Basic (Gift)

Syntax: pray sacredprotection [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Basic

“Divine shards of holy energies form an impenetrable barrier around our holy flock to
protect them from the vile evils that plague this land!” – Zelroth, Cleric of Perseverance.

Sacred Protection (grouped allies): increases damage mitigation for a long length of time
(+potency).

You may spend extra Favors(up to 10) on this gift to increase:
+potency
+chance

TRAINING KEY:
potency – damage/effectiveness


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Vitality

Classes and Levels: Cleric(1)

School: Basic (Gift)

Syntax: pray vitality [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Basic

It is every Cleric’s duty to heal the wounded, regardless of faith. By drawing on the deep
faith of their Entity, the Cleric is able to channel divine healing powers into a target,
restoring their vitality.

Vitality (single ally):
restores a percentage of health (+potency),
a chance to restore multiple wounds (+chance), and
restores stamina by 25% (+potency).

You may spend extra Favors(up to 30) on this gift to increase:
+potency
+chance

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


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Cleric

Preach

Classes and Levels: Cleric(1)

School: Cleric (Skill)

Syntax: use preach <npc> [message] – message is optional

This command allows a Cleric to preach to a friendly NPC. If their sermon is successful the
Cleric will receive monetary compensation. This skill works backwards in a sense that
instead of gaining experience points to level you simply use it more and more to get
better. The more you use it, the more chance you have of obtaining higher monetary
compensation from friendly NPC’s.

Preach (single ally): asks a NPC(noblemen, settlers, etc) for a donation (+potency,
+chance). Not all NPCs are willing to donate.

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

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Worship

Classes and Levels: Cleric(25)

School: Cleric (Skill)

ABILITY(Cleric ONLY):

Syntax: use worship list – lists your current worshippers

Syntax: use worship approve|reject <name> – approves or rejects a new worshippers. Must provide full name – IS case sensitive.

Syntax: use worship teleport <target> – teleports to a dead worshiper. Must provide full name – IS case sensitive.

Syntax: use worship remove <name> – removes the worshiper. Must provide full name – IS case sensitive.

COMMAND(Anyone):

Syntax: worship follow <cleric> – allows a player to follow a Cleric. Note: The Cleric needs to approve your request.

Syntax: worship leave – stops following the Cleric. Note: Something bad will happen for breaking your relationship.

Syntax: worship chat|c <message> – chats with your worshipers (This is considered IN-CHARACTER)

The worship ability gives Clerics the power to attain a massive following from players. By
having this large following, they’ll be able to achieve more than they could alone. The
higher the devotion level, the more followers the Cleric can have.

Worship (user): gives the Clerics the power to attain a massive following from players. By
having this large following, they’ll be able to achieve more than they could alone. The
higher the devotion level, the more followers the Cleric can have.

The benefits for the Cleric are as follows:
-Gain 1% of experience from each follower.
-Gain 1 devotion per kill of their followers.
-While grouping, gain +1 defense/attack per follower
-Ability to teleport to their follower to resurrect them.
-Ability to use a special worship chat to talk throughout the world to their followers.

The benefits for the Followers are as follows:
-Lowers experience debt by 25% when they fall in battle. If the Cleric is online, this is increased to 40%.
-Gains 10% experience bonus per kill (if the Cleric is online).
-Ability for their cleric to teleport to them so they can be resurrected.
-Gains +2 defense/attack and damage is reduced by 10% in a group with the Cleric.
-Ability to use a special worship chat to talk throughout the world to their cleric/other followers.


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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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Shield Techniques

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

School: Combat (Skill)

Syntax: automatic

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

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

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

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

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

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

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

TRAINING KEY:
potency – damage/effectiveness


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Empathy

Alleviation

Classes and Levels: Cleric(1)

School: Empathy (Gift)

Syntax: pray alleviation [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Empathy

Donation Level Acquired: Unnoticed

The more devout Clerics of Empathy can pray for more potent restorative gifts. They are
able to summon forth strands of these curative energies, that will sooth and heal the
ailments that are plagued by them. One strand seeks to purge the ailments, while another
soothes the damage done.

Alleviation (grouped allies): restores a percentage of health (+potency).

You may spend extra Favors(up to 18) on this gift to increase:
+potency
+chance

TRAINING KEY:
potency – damage/effectiveness


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Curative Efflux

Classes and Levels: Cleric(1)

School: Empathy (Gift)

Syntax: pray curativeefflux [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Empathy

Donation Level Acquired: Devoted

The most devoted of Empathy Clerics are able to tap into a powerful yet temporary curative
skin. This skin is charged with the essence of Empathy herself, which upon being struck,
will negate a portion of the pain suffered. It is common, before a battle, that Empathy
blesses their Templars with this gift.

Curative Efflux (grouped allies):
applies the following when damaged to (self ally):
restores a percentage of health (+potency) (+duration).

You may spend extra Favors(up to 10) on this gift to increase:
+potency
+duration
+chance

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


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Desurmras Blessing

Classes and Levels: Cleric(1)

School: Empathy (Gift)

Syntax: pray desurmrasblessing [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Empathy

Donation Level Acquired: Devoted

Early in their training, Empathy Clerics learn that sleep is one way to make someone suffer
less. Desurmra, a High Priest and Flame Bearer of Empathy, wrote much scripture on these
techniques and employed them to great affect in her travels.

Desurmras Blessing (single ally):
applies the following when damaged to (self ally):
reflects damage onto attacker (+potency) (+duration).

You may spend extra Favors(up to 6) on this gift to increase:
+potency
+duration
+chance

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


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Empathic Fire

Classes and Levels: Cleric(1)

School: Empathy (Gift)

Syntax: pray empathicfire [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Empathy

Donation Level Acquired: Fanatic

When a Cleric devotes every meaningful moment over many years to Empathy, they are rewarded
with her graceful powers. She bestows upon the Cleric to infuse another with her inner burn
to heal and protect others. She bestows upon her fanatical follower: Empathic Fire! A
legendary prayer, capable of providing protection during the most dire of times.

Empathic Fire (grouped allies):
(if damage taken greater or equal to 20% of your max health)
applies the following when damaged to (self ally): restores health by 5% (+potency),
increases critical damage mitigation by 5% for a long length of time (+potency), and
increases received healing for a long length of time (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Exalted Spirit

Classes and Levels: Cleric(1)

School: Empathy (Gift)

Syntax: pray exaltedspirit [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Empathy

Donation Level Acquired: Fervent

Empathy Clerics are well known for their superior healing miracles by the common folk. A
portion of Empathy’s spirit is infused into this pray, allowing the Cleric to perform
super-human feats of healing.

Exalted Spirit (single ally): restores a percentage of health (+potency).

You may spend extra Favors(up to 10) on this gift to increase:
+potency
+chance

TRAINING KEY:
potency – damage/effectiveness


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Intercession

Classes and Levels: Cleric(1)

School: Empathy (Gift)

Syntax: pray intercession [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Empathy

By the power of Empathy and her forever grace, can the wounds of the weak can be tended,
can be touched, and then can be healed. Intercede in the healing of others by her grace and
her soothing will!

Intercession (grouped allies):
applies the following when wounded to (self ally):
restores health (+potency).

You may spend extra Favors(up to 15) on this gift to increase:
+potency
+chance

TRAINING KEY:
potency – damage/effectiveness


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Mend

Classes and Levels: Cleric(1)

School: Empathy (Gift)

Syntax: pray mend [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Empathy

Donation Level Acquired: Passionate

“With Her Healing Hands, She will soothe our souls and repair our bodies. It is from this
divine power that we craft the foundation of our faith.” – The Empathic Flame scriptures,
Vol 4, P.340

Mend (grouped allies): restores multiple wounds.

You may spend extra Favors(up to 3) on this gift to increase:
+chance


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Reprieve

Classes and Levels: Cleric(1)

School: Empathy (Gift)

Syntax: pray reprieve [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Empathy

Donation Level Acquired: Passionate

When an Empathy Cleric reaches a passionate devotion, they are able to harness a potent
healing prayer. A thick mass of empathic energy can be acquired from the Mother, which can
be applied to the skin. When a wound is healed, either by divine intervention or natural
means, the energy reacts and releases a soothing healing wave which provides instant
relief.

Reprieve (grouped allies):
applies the following when wound is healed to (self ally):
restores health (+potency).

You may spend extra Favors(up to 6) on this gift to increase:
+potency
+chance

TRAINING KEY:
potency – damage/effectiveness


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Focus: Faithful

Earnest Prayer

Classes and Levels: Cleric(40)

School: Focus: Faithful (Skill)

Syntax: automatic

Long robes and greetings in the markets draw the attention of mortals, but faith draws the
attention of the divine. Faithful clerics are closer to their Entities and this improves
the success of their prayers. This closeness becomes more pronounced as he gains
experience.

Earnest Prayer (automatic):
increases pray attack (+potency),
increases healing power by 5% (+potency), and
increases health critical chance (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Final Resolve

Classes and Levels: Cleric(70)

School: Focus: Faithful (Skill)

Syntax: use finalresolve <target> – executes the ability on the target(NotSelf)

Truly Faithful Clerics can bestow such an infusion of faith and resolve in their allies
that upon reaching the brink of death, they are immediately brought back to the living. A
true blessing from the Entity!

Final Resolve (single ally): revives on death for the next 1 trigger or until the effect
dissipates (+potency, +duration).(-reuse)

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


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Miracle

Classes and Levels: Cleric(100)

School: Focus: Faithful (Skill)

Syntax: use miracle

Faithful Clerics eventually learn to perform miracles on their followers. With a mere touch
they are able to infuse the power of an Entity within them. This fact is why Faithful
Clerics have so many followers – they aspire for the miraculous hands on their body and
soul. Though, the rites to perform a miracle are strenuous and taxing, it can only be
perform every so often.

Miracle (grouped allies but not the user):
restores health over time, for a long length of time (+potency),
increases critical attacks by 15% for a long length of time (+potency, +duration, +chance),
revives on death for a long length of time (+potency, +duration, +chance), and
decreases ability cost by 50% for a long length of time (+potency, +duration, +chance).(-reuse)

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


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Plead

Classes and Levels: Cleric(20)

School: Focus: Faithful (Skill)

Syntax: use plead

It is not uncommon for a faithful servant in the 14th Age to plead with their higher power:
for self aid, for redemption or for healing others. Often, the Entity accept this request
and bestow the means upon their servant to carry out the holy ordeal as decreed.

Plead (user):
restores favors,
restores favors over time, for a medium length of time (+potency, +chance), and
increases favors for a medium length of time (+potency).(-reuse)

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


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Salvation

Classes and Levels: Cleric(10)

School: Focus: Faithful (Skill)

Syntax: use salvation

The Entities bestow great powers upon their staunchest believers. The power of Salvation is
available to Faithful Clerics almost from the beginning of their career: they have garnered
the respect from their devote loyalty to their Entity. By displaying a deep inner faith,
the Cleric can ask the Entity for salvation and heal the wounds of an ally.

Salvation (user): restores health by 50% (+potency) and increases damage mitigation by 25%
for the next 2 triggers or until the effect dissipates (+potency, +triggers).(-reuse)

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


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Transfusion

Classes and Levels: Cleric(50)

School: Focus: Faithful (Skill)

Syntax: use transfusion <target> <amount>

Clerical professors usually have a policy of expelling students who ask about transferring
their divine powers to another. But in the heat of battle, faithful clerics see things
differently. They learn to expend their favors in an “open-ended” way, and this
distinguishes them from the formally established arsenal of abilities available to
professional clergy.

Transfusion (single ally): transfers a portion of the Clerics health to another target and
transfers wounds to the Clerics at random (+efficiency of heal conversion, +wounds
transferred, -reuse).

TRAINING KEY:
reuse – length of ability cooldown


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Unwavering Faith

Classes and Levels: Cleric(90)

School: Focus: Faithful (Skill)

Syntax: automatic

Faith from the masses is one thing, but faith from the clergy is something else. In the
temples faith is an abstract concept that everyone is assumed to have after all, if they
didn’t have faith how could they have become such powerful and wealthy pillars of the
community?

Unwavering Faith (automatic): has a chance to increase auto dodge by 100% (+chance).

TRAINING KEY:
chance – chance of failure/success


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Focus: Ordained

Atonement

Classes and Levels: Cleric(90)

School: Focus: Ordained (Skill)

Syntax: use atonement <target> – executes the ability on the target(NotSelf)

Those unfortunate enough to be deemed a cleric’s obstacle may face rapid punishment. The adversary in question
may be marked in an attempt to bind their fate to holy judgment. As a manifestation of an Entity’s will, the act
of eliminating the target carries such significance that it renews the slayer’s vigor.

Atonement (single ally):(-reuse)

TRAINING KEY:
reuse – length of ability cooldown


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Expunge

Classes and Levels: Cleric(70)

School: Focus: Ordained (Skill)

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

The Clergy have developed ways to expunge the sin from an individual – either by using the
rituals learned at a young age or by exercising the holy word of their Entity. Regardless
of the method, the result is always the same: the sin is painfully and efficiently removed,
leaving a cleansed individual behind.

Expunge (single victim):
deals holy damage based on wisdom (becomes more powerful with character level) (+potency),
decreases agility for a short length of time (+potency, +duration),
decreases dexterity for a short length of time (+potency, +duration), and
increases delay 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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Last Rites

Classes and Levels: Cleric(40)

School: Focus: Ordained (Skill)

Syntax: use lastrites <target> – executes the ability on the target(NotSelf)

An experience with Death always taxes the soul greatly. The journey back into the corporeal
world, once completed, leaves one’s essence unsettled. As spiritual guides, clerics may
ease the burden accumulated by others on such return trips. They might use material
symbols or more personal methods. This aid comes as outside insight, and so cannot benefit
a cleric looking to use it for himself.

Last Rites (single ally): increases experience debt for a long length of time (+potency).(-reuse)

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


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Ordain

Classes and Levels: Cleric(100)

School: Focus: Ordained (Skill)

Syntax: use ordain influence <target>

Syntax: use ordain power <decree> – Precision, Protection, Revitalization, Enlightenment, Vengeance

Syntax: use ordain view – views the current Ordain influence.

As part of their formal training, clerics are taught the methods on how to Ordain acts and
statements. Ordaining is traditionally part of holy ritual – though it is can be employed
in a less holy act. Each Ordain requires influence and this must be gathered by reputation
and holy ceremonies. Though, once attained, the Cleric can use this powerful capability on
their followers.

Ordain (single ally): allows a Cleric to give game wide buffs (+potency, +duration) to
their followers. You must first Ordain your influenced NPCs via Religious Dogma.

The decrees the Cleric can select are:
Precision – increases attack
Protection – increases defense
Revitalization – increases health, essence and stamina regeneration
Enlightenment – increases ability and experience point gain
Vengeance – increases the critical chance rate

(Please suggest more that can be attained at higher training levels)

REMEMBER: You NEED Religious Dogma for this skill!

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


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Rhetoric

Classes and Levels: Cleric(10)

School: Focus: Ordained (Skill)

Syntax: automatic

As all clerics are expected to disperse the teachings of their faith, they require some
credibility. With a formal foundation in discourse, clerics are made more convincing in
their interactions with others. Having dealt with characters of every sort, those who are
highly experienced may capture the heart of any audience.

Rhetoric (automatic): has a chance to increase preach success (+potency, +chance) and a
chance to increase preach experience (+potency, +chance).

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


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Sermon

Classes and Levels: Cleric(20)

School: Focus: Ordained (Skill)

Syntax: use sermon [message] – message is optional

Communicating a significant message to a large audience is demonstrative of both
self-mastery and outward influence. This is a more challenging way to preach: impressing a
crowd may be a difficult but the result is a far greater impact. The delivery of a solid,
compelling sermon often marks an adept.

Sermon (single ally): allows a cleric to preach to all friendly NPCs in the room for their
currency only (+potency, +chance, -reuse).

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


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Summon Thy Flock

Classes and Levels: Cleric(50)

School: Focus: Ordained (Skill)

Syntax: use summonthyflock

The Ordained Cleric is known for massing a large following and then summoning them at the
most important times. By instilling faith and religious texts, in the forms of verses, and
continually meetings, the dedication of the Cleric’s flock can never be questioned. It is
because of this, the Ordained Cleric can call upon their followers at any moment to come to
Cleric. For what cause is better, to these followers, than the one their Holy Leader
claims?

Summon Thy Flock (user): summons all worshippers (+potency).(-reuse)

TRAINING KEY:
potency – damage/effectiveness, 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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Iniquity

Anguish

Classes and Levels: Cleric(1)

School: Iniquity (Gift)

Syntax: pray anguish [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Iniquity

Donation Level Acquired: Unnoticed

Iniquity, being the Entity of death and pain, has bestowed its devoted followers with
Anguish, which is a capable of inflicting tremendous pain on an unfortunate victim. Rumors
of the rituals in order to receive such a power are often filled with deptictions of the
most vile of acts. But, are they true?

Anguish (single victim): deals holy damage based on wisdom (becomes more powerful with
character level) (+potency).

You may spend extra Favors(up to 11) on this gift to increase:
+potency
+chance

TRAINING KEY:
potency – damage/effectiveness


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Condemned

Classes and Levels: Cleric(1)

School: Iniquity (Gift)

Syntax: pray condemned [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Iniquity

“We will condemn the faithless and destroy their rotten souls!” – High Priest Of Pain
Qualhor

Condemned (single victim): deals holy damage based on wisdom over time, for a medium length
of time (becomes more powerful with character level) (+potency).

You may spend extra Favors(up to 5) on this gift to increase:
+potency
+chance

TRAINING KEY:
potency – damage/effectiveness


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Fervence

Classes and Levels: Cleric(1)

School: Iniquity (Gift)

Syntax: pray fervence [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Iniquity

Donation Level Acquired: Devoted

Fervence (grouped allies): increases damage done by 5% for a long length of time (+potency)
and increases melee critical chance by 3% for a long length of time (+potency).

You may spend extra Favors(up to 7) on this gift to increase:
+potency
+chance

TRAINING KEY:
potency – damage/effectiveness


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Painfusion

Classes and Levels: Cleric(1)

School: Iniquity (Gift)

Syntax: pray painfusion [ <target>|self] [ <favors>|min|max>] <dest> – transfer wounds from the source to dest

Gift Type: Iniquity

Donation Level Acquired: Devoted

By harnessing a forbidden and wretched power of Iniquity, a Cleric can transfer the wounds
from one target to another. A true display of cruelty and sadism. This ritual is greatly
frowned upon from the public, so Priests only use this when there is no other choice…

Painfusion (single ally): transfers transfers wounds from one target to another, while
opening up wounds on the destination (+efficiency of heal conversion, +wounds transferred).

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Rintiscism

Classes and Levels: Cleric(1)

School: Iniquity (Gift)

Syntax: pray rintiscism [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Iniquity

Donation Level Acquired: Fervent

Lady Rint is the High Priest of Lust for the Church of Iniquity. She has a renowned
reputation for over indulgence of material and flesh possessions. Rintiscism is the rather
narrow-minded belief, where her followers adopt these same practices. A very unfortunate
side affect is the extreme selfish acts that occur under Rintiscism.

Rintiscism (single ally):
applies the following on your attacks to (self ally):
restores a percentage of health (+potency) for the next 3 triggers (+triggers).

You may spend extra Favors(up to 7) on this gift to increase:
+potency
+chance
+uses

TRAINING KEY:
potency – damage/effectiveness, triggers – spells/abilities


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Sadistic Taint

Classes and Levels: Cleric(1)

School: Iniquity (Gift)

Syntax: pray sadistictaint [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Iniquity

Donation Level Acquired: Passionate

There are times when Iniquity infuses a part of itself into a follower. An overwhelming
sense of violent and rage filled emotions overcomes all sense of right, wrong and the
in-between. This is when Iniquity’s greatest works are accomplished…

Sadistic Taint (cleric:): has a chance to
apply the following on inflicted damage to (non-player engaged allies in the room):
decreases all damage done for a short length of time (+potency, +duration) (+chance).

You may spend extra Favors(up to 5) on this gift to increase:
+potency
+duration
+chance

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


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Sap

Classes and Levels: Cleric(1)

School: Iniquity (Gift)

Syntax: pray sap [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Iniquity

Extracting pain from a sinner is a common tactic all Priests of Iniquity are able to
perform. This prosecutorial technique is one that is mastered at an early point in a
priests training. Not surprisingly, it is one that priests come to greatly enjoy.

Sap (cleric:): increases strength for a medium length of time (+potency, +duration) and
applies the following on inflicted damage to (grouped allies):
restores a percentage of health (+potency) (+duration).

You may spend extra Favors(up to 7) on this gift to increase:
+potency
+duration
+chance

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


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Solodrichs Fury

Classes and Levels: Cleric(1)

School: Iniquity (Gift)

Syntax: pray solodrichsfury [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Iniquity

Donation Level Acquired: Fanatic

Solodrich is the current High Priest of Wrath, and has a reputation for inflicting terrible
acts of violence, pain and torture on those he deems enemies of the church. It is with this
never ending fury, that his teachings have made their way into the other High Priests
sermons: “Use this fury to purge the sinners from this world! Strike them down and never
look back!”

Solodrichs Fury (victims in the room):
applies the following when killed to (grouped allies):
increases damage done by 5% for a medium length of time (+potency, +duration) and
applies the following when killed to (grouped allies):
has a chance to decrease delay for a medium length of time (+duration, +chance).

You may spend extra Favors(up to 5) on this gift to increase:
+potency
+duration
+chance

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


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Obscurity

Blackout

Classes and Levels: Cleric(1)

School: Obscurity (Gift)

Syntax: pray blackout [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Obscurity

Obscurity, being the Entity of secrets and shadows, every Cleric learns early in their
training on how to harness this power of shadow to render their enemies less threatening –
summoning nearby darkness to surround and hinder their attacks and movements.

Blackout (single victim):
deals holy damage based on wisdom (becomes more powerful with character level) (+potency),
increases delay for a short length of time,
decreases attack rating for a short length of time (+potency, +duration), and
decreases critical attacks by 5% for a short length of time (+potency, +duration).

You may spend extra Favors(up to 9) on this gift to increase:
+potency
+duration
+chance

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


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Blurring Mists

Classes and Levels: Cleric(1)

School: Obscurity (Gift)

Syntax: pray blurringmists [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Obscurity

Donation Level Acquired: Fervent

The highest of devoted Clerics of the Obscurity faith soon arrive at the power to control
nearby shadows. By the grace of the Entity, the Cleric borrows a portion of these shadows
supernatural capability. By summoning these shadows, and giving them sentient thought, can
they then be grafted onto willing fanatics for the utmost protective.

Blurring Mists (grouped allies): has a chance to decrease risk when attacked by 1 for a
long length of time (+potency, +chance) and increases auto dodge by 5% for a long length of
time (+potency).

You may spend extra Favors(up to 10) on this gift to increase:
+potency
+chance

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


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Concealed Avidity

Classes and Levels: Cleric(1)

School: Obscurity (Gift)

Syntax: pray concealedavidity [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Obscurity

Donation Level Acquired: Passionate

By bestowing the power of the night upon its followers, Obscurity can further aid the
faithful in their religious pursuits. One such gift are shards of pure night, formed by the
Entity’s divine grace, to surround an ally and protect them from the bestial ravages that
Ama’rane has to offer.

Concealed Avidity (grouped allies):
increases NPC special attack dodge by 12% for a long length of time (+potency, +duration),
increases stalk success for a long length of time (+potency, +duration),
increases dexterity for a long length of time (+potency, +duration), and
increases agility for a long length of time (+potency, +duration).

You may spend extra Favors(up to 10) on this gift to increase:
+potency
+duration
+chance

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


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Murmurs

Classes and Levels: Cleric(1)

School: Obscurity (Gift)

Syntax: pray murmurs form – summons secret darkness

Syntax: pray murmurs list – lists all secret darkness

Syntax: pray murmurs scry <slot> – views the room at the indicated darkness

Syntax: pray murmurs message <slot> <player> <message> – messages the player with the text, if they are in a room with a secret darkness!

Syntax: pray murmurs message <slot> room <message> – messages the entire room at the indicated secret darknesss

Syntax: pray murmurs travel <slot> – travels with your entire group to the indicated secret darkness.

Gift Type: Obscurity

Donation Level Acquired: Devoted

Obscurity Clerics are known for their skill in attaining knowledge that is otherwise not
known to others. The Cleric can spread their darkness, in unseen places, to watch
communicate with others nearby. Clerics can even use this as a conduit, able to travel to
the darkness every so often!

Murmurs (single ally): allows you to place down darkness which is hidden but allows you to
scry the room, send messages, and also teleport to the room. Using this gift to travel will
place the ability on cool down. Darkness orbs last for 3 hours. Anyone can search and
attack the darkness.

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Obcursion

Classes and Levels: Cleric(1)

School: Obscurity (Gift)

Syntax: pray obcursion [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Obscurity

“Through the shadows we move, and in the shadows we lie, we embrace the darkness and the
secrets it holds, and we obscure the views of the outsiders – for they are not chosen to
see into our dark realm!” – chant of rites, Obscurity, The Book Of Secrets.

Obcursion (grouped allies): applies only area based affects:

Additionaly(self ally), it
applies the following when attacked to (self ally):
increases defense rating for a short length of time (+potency, +duration).

You may spend extra Favors(up to 7) on this gift to increase:
+potency
+duration
+chance

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


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Shadowphase

Classes and Levels: Cleric(1)

School: Obscurity (Gift)

Syntax: pray shadowphase [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Obscurity

Donation Level Acquired: Unnoticed

Obscurity Clerics of the Unnoticed devotion level, are able to harness a powerful new
divine technique: mist riding. Praying for this gift will call upon a thick darkness to
fill the surrounding area, and the Cleric’s allies will be able to ride outwards, and into
another area at random. This is a handy tool which has saved many followers of Obscurity
from danger.

Shadowphase (grouped allies): teleportation within current area and provides concealment in
the shadows for a long length of time.

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Shifting Smoke

Classes and Levels: Cleric(1)

School: Obscurity (Gift)

Syntax: pray shiftingsmoke [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Obscurity

Donation Level Acquired: Devoted

Obscurity is known for being able to change the preception of what is seen, and what is
known. One prayer a Cleric can use, is to create orbs of twisting smoke around an ally.
These orbs causes their form to blend in and out of view, adding an extra layer of
protection.

Shifting Smoke (single ally):
applies the following when damaged to (self ally):
increases auto dodge by 3% for a short length of time (+potency, +duration) and
applies the following when damaged to (self ally):
provides concealment in the shadows for a short length of time (+duration).

You may spend extra Favors(up to 13) on this gift to increase:
+potency
+duration
+chance

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


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Twilight

Classes and Levels: Cleric(1)

School: Obscurity (Gift)

Syntax: pray twilight [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Obscurity

Donation Level Acquired: Fanatic

The most fanatical of Clerics that worship Obscurity, can eventually learn to bring forth a
terrorizing twilight that bathes all who walk in a nearby area with its curse. This curse,
will cause any action with them to expel the pent up and powerful dark energies outwards,
wrecking havoc on anyone who is nearby. This pray is considered forbidden and its use
should be frowned upon in public areas.

Twilight (allies in the room):
cause blindness for a short length of time,
applies the following when attacked to (self ally):
has a chance to cause blindness for a short length of time (+potency, +duration, +chance),
applies the following when attacked to (non-player engaged allies in the room):
has a chance to increase all damage done (+potency, +chance), and
applies the following when attacked to (non-player engaged allies in the room):
has a chance to decrease defense rating for a short length of time (+potency, +chance).

You may spend extra Favors(up to 15) on this gift to increase:
+potency
+duration
+chance

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


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Perseverance

Adrenaline

Classes and Levels: Cleric(1)

School: Perseverance (Gift)

Syntax: pray adrenaline [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Perseverance

Donation Level Acquired: Devoted

“On the precipice of death is when that rush of confidence arrives and pushes back the
fear…and the emptiness is soon replaced by courage. This is when you know Perseverance
has entered into your soul and you know from this, victory is certain!” -Sameron, Tralisia
High Priest of Perseverance, before entering the Abyss to fight the Mad Sage Derium.

Adrenaline (single ally):
increases constitution for a medium length of time (+potency),
increases strength for a medium length of time (+potency),
increases intelligence for a medium length of time (+potency),
increases wisdom for a medium length of time (+potency),
increases dexterity for a medium length of time (+potency),
increases agility for a medium length of time (+potency), and
increases charisma for a medium length of time (+potency).

You may spend extra Favors(up to 15) on this gift to increase:
+potency
+chance

TRAINING KEY:
potency – damage/effectiveness


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Bastion

Classes and Levels: Cleric(1)

School: Perseverance (Gift)

Syntax: pray bastion [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Perseverance

Donation Level Acquired: Passionate

Perseverance Clerics are well known for rallying and protecting their faithful followers in
the time of dire need! The Cleric is able to infuse their followers with a powerful holy
Bastion, offering an infallible barrier of protection against all attacks.

Bastion (single ally): increases melee damage mitigation by 7% for a long length of time
(+potency) and increases knock down resistance by 10% for a long length of time (+potency).

You may spend extra Favors(up to 10) on this gift to increase:
+potency
+chance

TRAINING KEY:
potency – damage/effectiveness


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Beacon Of Light

Classes and Levels: Cleric(1)

School: Perseverance (Gift)

Syntax: pray beaconoflight [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Perseverance

Donation Level Acquired: Fanatic

“When the night blots out the sun of our world, and the sinners fill the streets, we
righteous will rise up from our flock. One shall rise up higher than all the rest. And this
one will be struck with Perseverance’s full embodiment, casting a blinding light upon the
sinners, and acting as a beacon for the rest of us…” – Jessal Lerria, Grand Priest of
Perseverance on the Great Struggle.

Beacon Of Light (single ally):
decreases ability cooldown time for the next 20 triggers or until the effect dissipates
(+potency),
increases constitution for a long length of time (+potency),
increases strength for a long length of time (+potency), and
increases damage done by 150% for the next 1 trigger or until the effect dissipates
(+potency).

Additionaly(non-player engaged allies in the room), it deals knock down effects (+potency).

You may spend extra Favors(up to 15) on this gift to increase:
+potency
+chance

TRAINING KEY:
potency – damage/effectiveness


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Endure

Classes and Levels: Cleric(1)

School: Perseverance (Gift)

Syntax: pray endure [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Perseverance

Donation Level Acquired: Fervent

Regardless of the situation, the followers of Perseverance always look to the struggle and
to overcome it. With their piety and their inner strength � they channel this to overcome
any obstacle in their way. They rarely, if ever, succumb to psychological defeat. A ray of
hope always burns brightly in their hearts.

Endure (single ally): increases damage mitigation by 100% for the next 10 triggers or until
the effect dissipates (+triggers).

You may spend extra Favors(up to 15) on this gift to increase:
+chance
+uses

TRAINING KEY:
triggers – spells/abilities


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Impenetrable Skin

Classes and Levels: Cleric(1)

School: Perseverance (Gift)

Syntax: pray impenetrableskin [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Perseverance

Donation Level Acquired: Unnoticed

Wounds sustained in battle can be dangerous, even in victory. Perseverance Clerics serve to
ensure this does not happen for their allies. By praying to their Entity, an encasement of
pure Perseverance energy can form a protective sheath around their allies, protecting them
wounds in battle.

Impenetrable Skin (grouped allies): decreases the size of any received wounds for a long
length of time (+potency) and decreases overall hindrance for a long length of time
(+potency).

You may spend extra Favors(up to 7) on this gift to increase:
+potency
+chance

TRAINING KEY:
potency – damage/effectiveness


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Strength of Body

Classes and Levels: Cleric(1)

School: Perseverance (Gift)

Syntax: pray strengthofbody [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Perseverance

Perseverance often comes from within, and our own bodies. Enhancing this natural aspect of
our bodies and sealing our armor with holy energies will allow the challenges of life be
more easily overcome. This gift is taught to young clerics of Perseverance as it is easily
granted by the Entity.

Strength of Body (grouped allies): increases armor effectiveness for a long length of time
(+potency) and increases health for a long length of time (+potency).

You may spend extra Favors(up to 8) on this gift to increase:
+potency
+chance

TRAINING KEY:
potency – damage/effectiveness


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Vigor

Classes and Levels: Cleric(1)

School: Perseverance (Gift)

Syntax: pray vigor [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Perseverance

A Cleric of Perseverance can renew their allies vigor by instilling them the the stamina of
their Entity. This burst of stamina allows the Clerics followers to overcome the current
struggle they may face!

Vigor (single ally): restores stamina (+potency) and increases critical attacks by 10% for
a medium length of time (+potency, +duration).

You may spend extra Favors(up to 20) on this gift to increase:
+potency
+duration
+chance

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


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White Shards

Classes and Levels: Cleric(1)

School: Perseverance (Gift)

Syntax: pray whiteshards [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Perseverance

Donation Level Acquired: Devoted

“Magic can often be seen as the antithesis of the devout. What fuels this foul thing known
as magic? The Entities, the true rulers of Eihydia, fuel our powers! Our faith gives them
substance and form! Magic? A faithless heretic!” – High Priest, unknown.

White Shards (single ally): adds a protective ward, which absorbs incoming magic damage
(+potency) and increases magic damage mitigation by 5% for a long length of time
(+potency).

You may spend extra Favors(up to 12) on this gift to increase:
+potency
+chance

TRAINING KEY:
potency – damage/effectiveness


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Praying

Praying

Classes and Levels: Cleric(1)

School: Praying (Skill)

Syntax: automatic

Praying allows a Cleric to have their hostile prayers to be more effective in combat.

Praying (automatic): increases pray attack (+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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Spec: Cleric

Ceremony

Classes and Levels: Cleric(76)

School: Spec: Cleric (Skill)

Syntax: use ceremony [message] – optional message

Clerics who master the the art of Theological Philosophy can hold ceremonies in their place of
worship for their followers. The attending worshippers become infused with the Cleric’s faith.
The potency of this ritual increases as more followers of the Cleric are present.

Ceremony (single ally): gives a beneficial affect to each follower of increased attack
rating, health, and damage reduction (+duration, +triggers, -reuse).

Please note, this ceremony has a very long cast time associated with it – both for the
Cleric and the worshippers. It’s wise to ensure that you and your congregation are
adequately protected from any attacks by unsavory folks who wish to see your faith be
toppled.

You must have a generic holy symbol in order to perform this ability. You can purchase one
from Ally’s shop, The Adventurer’s Nook.

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


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Religious Dogma

Classes and Levels: Cleric(53)

School: Spec: Cleric (Skill)

Syntax: use religiousdogma convince <npc> – uses religous dogma on a NPC, aiming to bring them into your belief system.

Syntax: use religiousdogma help – if you’re in the city, tries to summon a follower and places them under your command.

Religious Dogma is a powerful skill for Clerics. It allows them to influence the towns
people in Tralisia. Each towns person can be influenced by 1 player at a given time.
Clerics can easily overwrite a previous Cleric’s influence – be warned though, Clerics with
higher levels in this skill will be informed of your treachery!

Religious Dogma (single ally): allows a user to spread their influence around the city to
friendly NPCs(preachable) to gain experience and other bonuses every 6 minutes (+influence
chance, -reuse). In addition, the user can summon a follower for help. Finally, this is
used for other Cleric abilities, such as Ordain.

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

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Theorize

Classes and Levels: Cleric(25)

School: Spec: Cleric (Skill)

Syntax: use theorize <npc> [message] – message is optional

The Cleric is able to theorize on the nature of religion and its meanings. Naturally, the
Entities are surrounded in mystery and shadows. Their true nature and intentions are unclear
to us mere mortals. However, with a bit of thought and logic coupled with spiritual beliefs,
it is possible to come up with several ideas to their future plans.

Theorize (single ally): works like preach, where it is used on friendly NPCs in Tralisia.
Instead of gold, this rewards ability points, donation (sympathy) and experience points
(+potency, +chance, -reuse).

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


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Spec: Devout Armaments

Divine Wrath

Classes and Levels: Cleric(25)

School: Spec: Devout Armaments (Skill)

Syntax: use divinewrath

Warriors of Faith can imbue their weapons with the wrathful vengeance of the Entities.
These holy energies can be used to smite the unrighteous! With each blow, the Divine Wrath
seeks to purge the evil out, which is unfortunately a painful experience.

Divine Wrath (user): applies only area based affects:

Additionaly(user), it
applies the following on your melee attacks to (single ally):
(if wielding a primary weapon) deals holy damage for the next 20 triggers (+potency) for
the next 20 triggers (+triggers, +duration).(-reuse)

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


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Hallowed Surge

Classes and Levels: Cleric(49)

School: Spec: Devout Armaments (Skill)

Syntax: use hallowedsurge

There are times when the holy warriors can call upon their Entity to imbue their weapons
with a single and powerful burst of energy. This energy can be then used to smite the foes
surrounding the holy warrior. A large shock wave is sent forth causing damage and knocking
down the Holy Warriors’s enemies.

Hallowed Surge (victims in the room): deals holy damage based on wisdom (becomes more
powerful with character level) (+potency) and deals knock down effects.(-reuse)

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


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Sigil of Inspiration

Classes and Levels: Cleric(91)

School: Spec: Devout Armaments (Skill)

Syntax: use sigilofinspiration

Clerics versed in the practices have access to many forms of holy powers. One of these are
sigils, which each have a small benefit. They are traced with holy hands and imprinted on a
user or users. These sigils have been known to change the face of a battle or situation!
This Sigil inspires your allies in the time of great need! It lowers the risk and offers a
small amount of protection to the wearer.

Sigil of Inspiration (grouped allies): decreases risk for a short length of time (+potency,
+duration) and increases damage mitigation by 10% 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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Spec: Supernatural Comprehension

Bless

Classes and Levels: Cleric(25)

School: Spec: Supernatural Comprehension (Skill)

Syntax: use bless

Clerics can bless others which causes a surge of powerful holy energies to enter and
saturate everything the person touches. This has a side effect of increasing the ally’s
offensives and defenses against the bane of Eihydia – Undead Creatures.

Note: In order to damage True Undead, use Holy Aura on your group. Bless does not allow for
others to harm True Undead. Bless works on Lesser Undead.

Bless (grouped allies):
increases damage done to undead or evil beings for a long length of time (+potency,
+duration),
increases health for a long length of time (+potency, +duration), and
can harm weaker undead for a long length of time.

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


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Consecration

Classes and Levels: Cleric(51)

School: Spec: Supernatural Comprehension (Skill)

Syntax: use consecration

A command that allows a Cleric to temporarily bless the area he or she is in for a short
period of time severely injuring any Undead creatures within it. Upon initial use of this
ability, all undead are stunned for 5 seconds.

Consecration (victims in the room): deals holy damage over time, for a medium length of
time (becomes more powerful with character level) (undead only) (+potency, +duration) and
deals stun effects (+potency).

Additionaly(grouped allies), it restores a percentage of health (+potency).(-reuse)

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


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To Ashes

Classes and Levels: Cleric(78)

School: Spec: Supernatural Comprehension (Skill)

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

The Cleric commands the undead to either be completely destroyed or to suffer extreme
damage. The Cleric’s voice is seemingly charged with their Entity’s faith which lends
itself to the cleansing power!

To Ashes (single victim): deals holy damage based on wisdom (becomes more powerful with
character level) (undead only) (+potency) and a chance to provide instant death to a weak
undead or evil target (undead only) (+potency).

Additionaly(grouped allies), it increases damage mitigation for the next 1 trigger or until
the effect dissipates (+potency).(-reuse)

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


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Spec: Zuloruk

Brand of Undeath

Classes and Levels: Cleric(1)

School: Spec: Zuloruk (Gift)

Syntax: pray brandofundeath [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Spec: Zuloruk

One of the forbidden teachings long lost by the clerics of old. Instead of resurrecting the
soul of the fallen, the cleric corrupts and enslaves the soul and binds it to their dead
body, allowing them to take full control of the undead monster of which they have created.

Brand of Undeath (cleric:): (if a corpse exists in the current room) summons a recently
animated husk of a corpse (+potency).

You may spend extra Favors(up to 12) on this gift to increase:
+potency
+chance

TRAINING KEY:
potency – damage/effectiveness


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Break Enchantments

Classes and Levels: Cleric(1)

School: Spec: Zuloruk (Gift)

Syntax: pray breakenchantments [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Spec: Zuloruk

A dark cleansing that removes both harmful and helpful effects on the target.

Break Enchantments (single victim): removes buffs (+potency) and removes debuffs
(+potency).

You may spend extra Favors(up to 15) on this gift to increase:
+potency
+chance

TRAINING KEY:
potency – damage/effectiveness


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Desiccate the Living

Classes and Levels: Cleric(1)

School: Spec: Zuloruk (Gift)

Syntax: pray desiccatetheliving [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Spec: Zuloruk

A horrible, destructive power that removes all of the moisture in the area. Was used during
the war of magic to wipe out all life and agriculture in an area.

Desiccate the Living (living victims in the room):
deals darkness damage (becomes more powerful with character level) (+potency),
decreases all damage done for a short length of time (+potency, +duration),
decreases damage mitigation by 5% for a short length of time (+potency, +duration), and
decreases strength for a short length of time (+potency, +duration).

You may spend extra Favors(up to 15) on this gift to increase:
+potency
+duration
+chance

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


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House of Glass

Classes and Levels: Cleric(1)

School: Spec: Zuloruk (Gift)

Syntax: pray houseofglass [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Spec: Zuloruk

One does not throw stones in a house made of glass. This power punishes those who like to
unleash all of their power in a single blow.

House of Glass (victims in the room):
applies the following on inflicted damage to (self victim):
reflects damage onto attacker (+potency) for the next 2 triggers (+triggers, +duration).

You may spend extra Favors(up to 15) on this gift to increase:
+potency
+duration
+chance
+uses

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


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Instill Darkness

Classes and Levels: Cleric(1)

School: Spec: Zuloruk (Gift)

Syntax: pray instilldarkness [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Spec: Zuloruk

Zuloruk imbues his worshipers with a powerful dark blessing that enhances their damage.

Instill Darkness (grouped allies): has a chance to
apply the following on inflicted damage to (single ally):
deals darkness damage based on weapon power (+duration, +chance).

You may spend extra Favors(up to 15) on this gift to increase:
+duration
+chance

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


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Soul Link

Classes and Levels: Cleric(1)

School: Spec: Zuloruk (Gift)

Syntax: pray soullink [ <target>|self] [ <favors>|min|max>] – executes the ability on the target

Gift Type: Spec: Zuloruk

The cleric links his own powerful soul with those in his group, which allows their attacks
to create powerful, damaging, holy shockwaves upon hitting a foe.

Soul Link (grouped allies):
applies the following on your attacks to (allies in the room):
deals darkness damage (+potency) for the next 3 triggers (+triggers, +duration).

You may spend extra Favors(up to 15) on this gift to increase:
+potency
+duration
+chance
+uses

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


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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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Undead Slaying

Holy Aura

Classes and Levels: Cleric(12), Templar(12)

School: Undead Slaying (Skill)

Syntax: use holyaura

Holy Aura is a potent blessing from the Cleric or Templar’s Entity – one which gives their
allies the power to harm all undead, including the only way to harm and protect against
true undead.

Holy Aura (grouped allies): can harm undead, including true undead and also provides
protection from true undead for a medium length of time (+duration).(-reuse)

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


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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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