Return to Fighter

Fighter Abilities



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

Contents

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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Combat Concentration

Classes and Levels: Fighter(1), Mystic Knight(1)

School: Combat (Skill)

Syntax: automatic

Combat Concentration is a passive Fighter only skill that allows the Fighter concentrate
his blows. This concentration increases their melee damage and melee attack rating.

Combat Concentration (automatic):
increases melee and range attack rating by 1 (+potency),
increases melee damage by 5% (+potency), and
increases Weapon damage done by 10% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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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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Dual Wield

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

School: Combat (Skill)

Syntax: automatic

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

Dual Wield (automatic): has a 43% base chance to strike with an off hand weapon(this grants
dual wield) (+chance).

TRAINING KEY:
chance – chance of failure/success


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Multiple Opponents

Classes and Levels: Fighter(17), Templar(17), Mystic Knight(17)

School: Combat (Skill)

Syntax: automatic

Fighting a single enemy is hard enough, but fighting many? Extremely difficult! A true
melee master learns the art of engaging and surviving multiple opponents at once. Using
different cues, movements, and the environment, said master can adeptly to the enemies
surprise, effectively even the odds!

Multiple Opponents (automatic): has a 25% base chance to decrease risk when attacked while
fighting more than one opponent (+potency, +chance).

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


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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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Fighter

Abrupt Blow

Classes and Levels: Fighter(52)

School: Fighter (Skill)

Syntax: automatic(triggered, see below)

The fighter can lash out quickly with their weapon during melee combat to strike an enemy
when they least expect it.

Abrupt Blow (single victim): deals slash damage based on non-crossbow weapon power and
strength (becomes more powerful with character level) (+potency).(-reuse)
(Executes automatically: to execute on every attack)

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


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Counter Attack

Classes and Levels: Fighter(5)

School: Fighter (Skill)

Syntax: automatic(triggered, see below)

You are able to counter attack with your melee weapon when you are attacked in combat.

Counter Attack (single victim): deals slash damage based on non-crossbow weapon power and
strength (becomes more powerful with character level) (+potency).(-reuse)
(Executes automatically: has a 50% chance to execute when attacked)

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


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Merciless Strike

Classes and Levels: Fighter(72)

School: Fighter (Skill)

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

A pinnacle melee technique, the fighter brings their weapon, blade or blunt, down upon
their enemy to rend a blow that is without mercy. Bystanders of such an attack remark of
it’s brutal form and efficiency in dispatching the strongest of foe. Due to the emotional
and strength required to perform such an act, it may only be used once per foe.

Merciless Strike (single victim): deals slash damage based on non-crossbow weapon power and
strength (becomes more powerful with character level) (+potency).(-reuse)

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


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Rallying Cry

Classes and Levels: Fighter(5)

School: Fighter (Skill)

Syntax: use rallyingcry

After having observed many a great warrior cry out to raise the spirits of his comrades in
battle, a trained fighter may learn to similarly rally his fellow warriors once the
fifteenth rank has been attained. Although it will not help the fighter who cries out, his
group members will have a decreased chance of losing risk when attacked. Furthermore, an
effective rallying cry will cause the group.s strength as a unit to increase. The effects
of even the most invigorated war cries will disappear after roughly a quarter of an hour.

Rallying Cry (grouped allies): increases attack rating for a short length of time
(+potency, +duration) and increases accuracy rating (reduces auto and critical melee
misses) and slightly modifies attack rating 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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Vanquish

Classes and Levels: Fighter(35), Mystic Knight(35)

School: Fighter (Skill)

Syntax: automatic

Class: #hFIGHTER#d
Weapon type: #hAny#d
Power level: #G+++++#d
Accuracy: #R-#d
Risk Change: #R–#d

Vanquish consists of the fighter stepping forward and then putting all their might into the
swing. Combining this with Expose is a solid tactic to deal maximum damage.

Vanquish (automatic): grants the melee attack: vanquish. See help attackinfo for more info.

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Focus: Talented

Backhand Blow

Classes and Levels: Fighter(10)

School: Focus: Talented (Skill)

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

The talented fighter is able to use their innate intunement in battles to maneuver their
weapon in a way that makes it difficult for the opponent to track. This techinque can
strike the enemy hard and make them more vulnerable to subsequent strikes for a short time.

Backhand Blow (single victim):
deals slash damage based on non-crossbow weapon power and strength (becomes more powerful
with character level) (+potency, +chance),
deals knock down effects, and
decreases damage mitigation by 25% for the next 2 triggers or until the effect dissipates
(+potency, +triggers).(-reuse)

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


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Decisive Attack

Classes and Levels: Fighter(90)

School: Focus: Talented (Skill)

Syntax: automatic(triggered, see below)

Having truly reached a level where a fighter can often finish a battle with one decisive
attack against the foe, this skill represents exactly that. A talented fighter is now able
to truly direct his attacks so that they land in vital locations that will inflict the most
damage possible while also raising the fighter’s offensive rating momentarily.

Decisive Attack (single victim): deals slash damage based on non-crossbow weapon power and
strength (becomes more powerful with character level) (+potency)

Additionally (user), it
increases melee and range attack rating by 7 for the next 2 triggers or until the effect
dissipates (+potency, +triggers, +duration),
increases damage done by 33% for the next 2 triggers or until the effect dissipates
(+potency, +triggers, +duration), and
causes wounds on attack for the next 2 triggers or until the effect dissipates (+potency,
+triggers, +duration).(-reuse)
(Executes automatically: has a 50% chance to execute on every attack)

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


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Fend

Classes and Levels: Fighter(50)

School: Focus: Talented (Skill)

Syntax: automatic

Many moons of experience on the battlefield have taught the talented fighter how to
properly turn a potentially dire situation into an advantageous one. With each attack
enforced on the fighter, he automatically has a small chance to improve his risk level.

Fend (automatic): has a 20% base chance to decrease risk when attacked by 5 (+chance).

TRAINING KEY:
chance – chance of failure/success


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Focus Force

Classes and Levels: Fighter(100)

School: Focus: Talented (Skill)

Syntax: use focusforce

Can Toggle Ability (turn on/off).

The talented fighter at this level has reached the ability to transform their will into
something tangible and real. They are able to look deep within themselves to pull out the
will to become an unstoppable force!

Focus Force (user):
increases Weapon damage done by 12% (+potency),
increases agility (+potency),
increases chance of knock down effects by 3% (+potency),
increases melee critical chance by 7% (+potency), and
increases stamina cost by 25%.(-reuse)

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


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Intimidate

Classes and Levels: Fighter(20)

School: Focus: Talented (Skill)

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

Even the smallest of fighters can put on an impressive show of expressions and actions
which will strike fear into the heart of any opponents. A proper such display by a
talented fighter will make their enemy so tentative in battle that their attack will be
greatly decreased and the damage dealt by any successful attacks will be reduced.

Intimidate (single victim): decreases damage done by 10% for a short 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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Riposte

Classes and Levels: Fighter(70)

School: Focus: Talented (Skill)

Syntax: automatic(triggered, see below)

With a bit of work and much more intrinsic combat skill, the talented fighter may become so
deft with his weapon and employing it in a defensive manner. The fighter will receive a
distinct advantage whenever being attacked, regardless of what weapon he employs.

Riposte (single victim): has a 33% base chance to deal damage based on non-crossbow weapon
power and strength (becomes more powerful with character level) (+chance).(-reuse)
(Executes automatically: has a 100% to execute when you avoid an attack by parrying, dodging or blocking with a shield)

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


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Shield Bash

Classes and Levels: Fighter(40)

School: Focus: Talented (Skill)

Syntax: automatic

When armed with a shield and a weapon, a talented fighter can learn to more effectively
shift his attacks so as to not only employ his shield as defensive protection, but also as
an offensive addition. Every time a fighter advances in attack, he has a slight chance
with this skill to also follow the attack up with a second blow of his shield.

Shield Bash (automatic): has a 25% base chance to perform a bash attack with the equipped
shield while attacking (melee, rites or skills) (becomes more powerful with character
level) (+potency, +chance).

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


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Focus: Trained

Armed Combat

Classes and Levels: Fighter(70)

School: Focus: Trained (Skill)

Syntax: automatic

A trained fighter will begin to fully comprehend the finer details of combat. Their skills
will reflect this in combat when they have manoeuvred themselves into an advantageous
position with lesser risk. The better their position is in relation to the opponent, there
is an increased probability that an increase will be incurred to both offensive and
defensive capabilities.

Armed Combat (automatic): increases melee defense rating by current risk(less risk, more
defense) (+potency) and increases melee attack rating by current risk(less risk, more
attack) (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Armor Mastery

Classes and Levels: Fighter(90)

School: Focus: Trained (Skill)

Syntax: automatic

After having worn armor for such extended periods of time, it becomes less of a burden to
the experienced fighter and much more of a second skin. As his actions in a suit of armor
become more natural, a trained fighter will receive increased damage protection from
armor, indicative of his fluidity when armored.

Armor Mastery (automatic):
increases armor effectiveness (+potency),
decreases overall hindrance (+potency), and
increases wound avoidance by 2% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Brace

Classes and Levels: Fighter(20)

School: Focus: Trained (Skill)

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

In the heat of battle, trained fighters may adopt an immediate defensive position and brace
themselves for the onslaught which may be coming. This momentary shift of position allows
the fighter to significantly reduce his/her risk level and resume battle with only a short
delay to return to an offensive position. The effects are not lasting though, and
following this, the fighter’s risk level will fluctuate purely dependent on his attacks
and skill in battle. This skill is learnt only once the 20th rank has been attained.

Brace (single ally): decreases risk (+potency, +chance).(-reuse)

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


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Overhand Strike

Classes and Levels: Fighter(10)

School: Focus: Trained (Skill)

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

With one swift movement, the Trained Fighter can direct an over-handed strike towards an
enemy causing much damage. If the target is already on the ground, the damage of this
strike is greatly increased!

Overhand Strike (single victim):
deals slash damage based on non-crossbow weapon power and strength (becomes more powerful
with character level) (+potency),
(if target is in a laying position) deals damage based on non-crossbow weapon power and
strength (becomes more powerful with character level) (+potency), and
deals stun effects.(-reuse)

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


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Skirmish

Classes and Levels: Fighter(100)

School: Focus: Trained (Skill)

Syntax: use skirmish

Leadership, although typically only inherent, can be indoctrinated into properly trained
fighters so that they might take command of a combat situation and their group to most
effectively deploy each individual. By properly strategizing with his followers, a fighter
can increase both the defensive and offensive capabilities of the group as a whole.

This can only be activated if you are in a group with at least 2 players.

Skirmish (grouped allies):
increases accuracy rating (reduces auto and critical melee misses) and slightly modifies
attack rating for a short length of time (+potency, +duration),
increases all critical damage by 15% 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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War Demeanor

Classes and Levels: Fighter(40)

School: Focus: Trained (Skill)

Syntax: use wardemeanor

Can Toggle Ability (turn on/off).

By shifting their weight around, Trained Fighters are able adopt a much more aggressive
fighting form at the cost of their defenses.

War Demeanor (user):
increases damage done by 20% (+potency),
increases critical attacks by 10% (+potency),
ignores armor on attack (+potency),
decreases defense rating, and
decreases damage mitigation by 5%.(-reuse)

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


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Weapon Expertise

Classes and Levels: Fighter(50)

School: Focus: Trained (Skill)

Syntax: automatic

With so many years of intense preparation and proper honing of his skills with battlefield
weaponry, trained fighters may come to a new understanding of how to properly employ any
weapon to the best of their abilities. With this skill, not only is more damage dealt in
combat automatically, but the fighter’s overall combat strength has a slight chance to
increase for every single blow.

Weapon Expertise (automatic): increases damage done by 10% (+potency) and a 25% base chance
to increase damage done by 5% (+potency, +chance).

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


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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: Ama’rane Fury

Demolish

Classes and Levels: Fighter(25)

School: Spec: Ama’rane Fury (Skill)

Syntax: use demolish

You begin to smash everything in front of you. Again and again, smashing your weapon at
different targets, hoping to demolish them to fine mist of blood and bone!

Demolish (victims in the room): deals blunt damage based on strength (becomes more powerful
with character level) (+potency) and a 25% base chance to deal knock down effects
(+potency, +chance).(-reuse)

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


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Fighting Concentration

Classes and Levels: Fighter(87)

School: Spec: Ama’rane Fury (Skill)

Syntax: use fightingconcentration

The continent of Ama’rane is one filled with dangers that require drastic measures to be
taken. The Fighter, realizing the dangerous environment they are in, enters into an intense
concentration of melee focus. This concentration allows the fighter to overcome any hostile
foes they may encounter by greatly raising their melee capabilities for a short time.

Fighting Concentration (user):
increases damage done by 100% for a short length of time (+potency, +duration),
ignores armor on attack for a short length of time (+potency, +duration),
decreases stamina cost by 25% for a short length of time (+duration), and
decreases overall hindrance 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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Imperil

Classes and Levels: Fighter(54)

School: Spec: Ama’rane Fury (Skill)

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

Imperil is a powerful strike from the Ama’rane Fury specialization that renders a target
more vulnerable and allows for followup attacks to decimate the fighters target. The nature
of Imperil is that it places the anyone struck by it into a riskier position, significantly
turning the tide of the battle.

Imperil (single victim):
deals slash damage (becomes more powerful with character level) (+potency),
increase risk (+potency), and
a 25% base chance to add mesmerize effect (removal from combat and unable to act. If any
hostile action is done against them, the mesmerize will break. The target heals at an
extremely accelerated rate during this time.) for a short length of time (+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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Spec: Cautious Force

Domination Howl

Classes and Levels: Cleric(25), Explorer(25), Fighter(25), Mage(25), Rogue(25)

School: Spec: Cautious Force (Skill)

Syntax: use dominationhowl

Control, it is something that any combatant deeply desires and rarely can achieve. However,
some fighters can learn various ways to gain this control. One is simply screaming with such
force and vigor that startles the enemies in doing your will. Domination Howl is one that
infuses rage into the fighters target in attacking him.

Domination Howl (allies in the room): clears the hostile target list and taunts(forces
target to attack the user) for a short length of time (+duration).(-reuse)

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


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Grit

Classes and Levels: Fighter(93)

School: Spec: Cautious Force (Skill)

Syntax: use grit

Sometimes, even adrenaline cannot keep a person going forever. In those times, the
fighter needs to look elsewhere for the energy to get the finishing move in… There
are times when a fighter is able to harness their life force to do just that. If they
die but you don’t…what’s the problem??

Grit (user): increases convert(s) health to stamina.(-reuse)

TRAINING KEY:
reuse – length of ability cooldown


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Rapid Rest

Classes and Levels: Fighter(46)

School: Spec: Cautious Force (Skill)

Syntax: use rapidrest

Men and women who continually engage in the brutality that is fighting quickly learn the
best ways to recover from the rigors and wounds sustained. The fighter uses special techniques
which include a mixture of mental and herbic to greatly accelerate their healing.

Rapid Rest (user): decreases bleeding from wounds by 33% for a short length of time
(+potency) and decreases bleeding from wounds by 33% 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: Stone Will

Consolidated Maneuvering

Classes and Levels: Fighter(89)

School: Spec: Stone Will (Skill)

Syntax: use consolidatedmaneuvering

Fighters are able to maneuver in such a way that makes them seemingly impervious to risky
situations. They are able to wade through a dangerous melee while keeping at rock solid
positioning! Trk and Tkaxtchka, two renowned Arachnos Fighters, use this skill to
impressively slay hundreds of foes!

Consolidated Maneuvering (user): decreases risk when attacked by 50 for a short length of
time (+potency, +duration) and increases risk when attacking 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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Granite Legs

Classes and Levels: Fighter(51)

School: Spec: Stone Will (Skill)

Syntax: automatic

Maintaining the proper posture, footing and movements in combat is pivotal to fighting
another day. Granite Legs is one such technique for a fighter and specializes on staying on
one’s feet during the most vicious battles.

Granite Legs (automatic): increases knock down resistance by 10% (+potency, +duration).(-reuse)

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


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Safeguard

Classes and Levels: Fighter(25)

School: Spec: Stone Will (Skill)

Syntax: use safeguard

Fighters learn the art of using their defenses to a higher potential. By improving these
techniques, they are able to increase the protection amount, regardless of their currently
equipped weapons.

Safeguard (user): increases auto parry for a short length of time (+potency, +duration) and
increases critical chance mitigation by 16% 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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Style: Brute Force

Aggressive Stance

Classes and Levels: Cleric(48), Fighter(48), Mage(48), Rogue(48)

School: Style: Brute Force (Skill)

Syntax: automatic

Aggressive stance is a way of fighting for the Brute Force Fighter. The fighter harness the
inner aggression that comes naturally during battle. They can then feed off of this and
fuel it into increased attacks and greater critical hits.

Aggressive Stance (automatic):
increases melee and range attack rating by 2 (+potency),
increases melee critical damage by 5% (+potency), and
increases damage done by 5% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Brutality

Classes and Levels: Cleric(72), Fighter(72), Mage(72), Rogue(72)

School: Style: Brute Force (Skill)

Syntax: automatic

Brutality is common on the battlefield, but the Brute Force Fighter takes it one step
further – they truly embrace it and become the bringer of death to the enemies around them.
Brutality increases melee attack and the odds that the Brute Force Fighter will strike
critical blows.

Brutality (automatic):
increases accuracy rating (reduces auto and critical melee misses) and slightly modifies
attack rating (+potency),
causes wounds on attack, and
causes wounds on attack.

TRAINING KEY:
potency – damage/effectiveness


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Crashing Blow

Classes and Levels: Fighter(1)

School: Style: Brute Force (Skill)

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

One of the simplest yet effective ways of killing an opponent: crushing them underneath the
strength of your arm. It’s also very pleasing to the Brute Force Fighter – hearing the
bones crack and the yelp of pain from their victim. The force of this blow deals damage
based on strength and weapon power.

Crashing Blow (single victim): deals slash damage based on non-crossbow weapon power and
strength (becomes more powerful with character level) (+potency).
(Becomes active: has a 33% chance to execute when dealing damage)

This is reactive ability, please see HELP REACTIVE for more information!

TRAINING KEY:
potency – damage/effectiveness


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Flurry of Madness

Classes and Levels: Fighter(96)

School: Style: Brute Force (Skill)

Syntax: automatic(triggered, see below)

The ultimate ability for Brute Force Fighters. They enter into a boiling madness that makes
them strike continually against their foes, dealing massive damage on each strike. It has
been known for these fighters to massacre entire lines of enemies. While striking an enemy,
the Brute Force Fighter has a chance to deal multiple additional blows.

Flurry of Madness (single victim):
deals blunt damage based on non-crossbow weapon power and strength (becomes more powerful
with character level) (+potency),
a 75% base chance to deal slash damage based on non-crossbow weapon power and strength
(becomes more powerful with character level) (+potency, +chance), and
a 50% base chance to deal pierce damage based on non-crossbow weapon power and strength
(becomes more powerful with character level) (+potency, +chance).
(Executes automatically: on every attack has a 25% to execute. If target health is under 10% then the chance is 0% to execute)

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


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Fury

Classes and Levels: Fighter(60)

School: Style: Brute Force (Skill)

Syntax: automatic(triggered, see below)

The Brute Force Fighter transfers all of their burning rage and anger into strength during
combat. Their blows become infused with power. Even the slightest attack is magnified. Each
time the fighter attacks, they have a chance to raise their strength for a short duration.
This can stack multiple times.

Fury (user): increases melee damage by 10% for a short length of time (+potency, +duration)
and increases Weapon damage done by 3% for a short length of time (+potency, +duration).
(Executes automatically: has a 50% chance to execute on every attack)

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


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Ground Wallop

Classes and Levels: Fighter(12)

School: Style: Brute Force (Skill)

Syntax: automatic(triggered, see below)

The best time to hit an opponent is when they’re down! Ground Wallop has a chance to strike
when an enemy is knocked down by the Brute Force Fighter. It will deal more damage the less
life the target has left.

Ground Wallop (single victim): deals blunt damage based on non-crossbow weapon power and
strength (becomes more powerful with character level) (+potency).
(Executes automatically: has a 75% to execute when a target is knocked down)

TRAINING KEY:
potency – damage/effectiveness


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Ravaging Assault

Classes and Levels: Fighter(36)

School: Style: Brute Force (Skill)

Syntax: automatic(triggered, see below)

Entering into a killing zone, the Brute Force Fighter can continually pummel an opponent
into submission. By taking advantage of critical strikes, the fighter can follow up their
attack with another one aimed at dealing even more damage.

Ravaging Assault (single victim): deals blunt damage based on non-crossbow weapon power and
strength (becomes more powerful with character level) (+potency).
(Executes automatically: has a 50% chance to execute on a critical attack)

TRAINING KEY:
potency – damage/effectiveness


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Strong Arm

Classes and Levels: Cleric(84), Fighter(84), Mage(84), Rogue(84)

School: Style: Brute Force (Skill)

Syntax: automatic

While fighters can live long on the battle through sheer will and determination, it still
does take training. The Brute Force Fighter has learned the ways to build their body to be
stronger and bigger than others – capable of dealing massive melee strikes in combat when
it matters most. Strong Arm does just this: increases melee combat damage by a a large
amount.

Strong Arm (automatic): increases melee damage by 15% (+potency) and increases strength
(+potency).

TRAINING KEY:
potency – damage/effectiveness


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Towering Force

Classes and Levels: Cleric(24), Fighter(24), Mage(24), Rogue(24)

School: Style: Brute Force (Skill)

Syntax: automatic

Brute Force Fighters specialize in being wrecking balls – exerting their will on countless
victims on the battlefield. They tower over all who stand before them – both in skill and
sheer strength. Towering Force increases the melee attack of the fighter and the ability to
knock down opponents in combat.

Towering Force (automatic): increases knock down resistance by 15% (+potency) and increases
chance of knock down effects by 10% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Style: Command

Cohesive Rally

Classes and Levels: Fighter(12)

School: Style: Command (Skill)

Syntax: automatic(triggered, see below)

Large scale battles are not static events – they can ebb and flow just like time. The
Command Fighter is able to direct the flow of battle to his favor by at critical times
ensuring his comrades will fight as a cohesive unit. Under the rally, the group will
receive large bonuses to their defenses.

Cohesive Rally (grouped allies): increases auto dodge by 50% for a short length of time and
increases damage done by 50% for the next 2 triggers or until the effect dissipates
(+potency, +triggers, +duration).

Additionally(non-player attacking or aggressive victims in the room), it deals slash damage
based on non-crossbow weapon power and strength (becomes more powerful with character
level) (+potency).
(Executes automatically: has a 25% chance to execute when attacked)

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


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Fearlessness

Classes and Levels: Cleric(60), Fighter(60), Mage(60), Rogue(60)

School: Style: Command (Skill)

Syntax: automatic

The stories of great leaders charging into battle in front of his troops are common in
history and the legends. It takes more than simple will to do so – it takes a certain sense
of fearlessness – where the leader fears nothing and in fact, really has nothing to fear.
Fearlessness increases the health of the Command Fighter by a large amount.

Fearlessness (automatic):
increases health (+potency),
increases knock down resistance by 7% (+potency), and
increases critical damage mitigation by 5% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Formation

Classes and Levels: Fighter(96)

School: Style: Command (Skill)

Syntax: automatic(triggered, see below)

Being able to maintain large and tight formations is one key to being victorious in battle.
The Command Fighter is well versed in what types of formations and when to execute into
one. During combat, the Command Fighter has a chance to command their group to form up.
This lowers the risk of the group immediately, lowers damage received and risk reduction
does not occur for a short time.

Formation (grouped allies):
increases damage mitigation by 10% for a short length of time (+duration),
decreases risk (+potency, +duration),
increases risk when attacked by 100% for a short length of time (+duration), and
decreases risk when attacking by 100% for a short length of time (+duration).
(Executes automatically: has a 20% chance to execute when attacked)

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


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Intrinsic Command

Classes and Levels: Cleric(84), Fighter(84), Mage(84), Rogue(84)

School: Style: Command (Skill)

Syntax: automatic

Being able to command on the battle field is one thing, but having the skill to continually
take advantage of the situations and react to a flowing chain of events is something else.
Overtime, the battles feel like “home” and every action becomes natural. The only issue for
the Command Fighter, is that they live long enough to reach this point….

Intrinsic Command increases the success chance for their Command abilities to trigger in
combat.

Intrinsic Command (automatic): increases command ability trigger chance by 5% (+potency)
and increases damage mitigation by 5% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Overwhelm

Classes and Levels: Fighter(60)

School: Style: Command (Skill)

Syntax: automatic(triggered, see below)

Often times, there is a single decisive moment in a battle that lets open the flood gates:
when the line breaks and the attackers can simply overwhelm their opponents. That is the
bloody beginning of the end and this is what you bring as a Command Fighter!

Overwhelm (grouped allies): decreases delay for a short length of time (+duration) and
increases critical attacks by 100% for a short length of time (+duration).
(Executes automatically: has a 33% chance to execute on every attack)

TRAINING KEY:
duration – length of effect


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Pinpoint Attack

Classes and Levels: Fighter(36)

School: Style: Command (Skill)

Syntax: automatic(triggered, see below)

Being able to examine a situation in the heat of battle and then direct action to exploit
is one of the key abilities of a great commander. The Command Fighter does just that – once
a weakness is spotted he will quickly order his forces to attack without delay!

Pinpoint Attack (grouped allies):
increases all damage done for the next 3 triggers or until the effect dissipates (becomes
more powerful with character level),
increases damage done by 10% for the next 3 triggers or until the effect dissipates
(+potency, +triggers, +duration), and
increases accuracy rating (reduces auto and critical melee misses) and slightly modifies
attack rating for the next 3 triggers or until the effect dissipates (+potency, +triggers,
+duration).
(Executes automatically: has a 33% chance to execute on every attack)

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


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Regroup

Classes and Levels: Fighter(1)

School: Style: Command (Skill)

Syntax: use regroup

Leaders have the innate ability to skillfully regroup and reform their battle lines in the
midst of combat. The Regroup ability does just that: it brings the group together and
lowers their risk.

Note: Morale unlocks at character level 30.

Regroup (grouped allies): decreases risk (+potency) and increases morale gain by 5 for the
next 1 trigger or until the effect dissipates (+potency, +triggers, +duration).(-reuse)
(Becomes active: has a 25% chance to execute when attacked)

This is reactive ability, please see HELP REACTIVE for more information!

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


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Tactics

Classes and Levels: Cleric(24), Fighter(24), Mage(24), Rogue(24)

School: Style: Command (Skill)

Syntax: automatic

Localized fighting and quick movements in a series of steps over a short time can turn the
tide of a battle. The Command Fighter excels in ensuring his orders for the group have
enough impact that they can succeed in their goals. Tactics increases all group wide
Command buffs by 5 seconds.

Tactics (automatic): increases group command buff durations and increases group command
buff durations (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Warfare Veteran

Classes and Levels: Cleric(72), Fighter(72), Mage(72), Rogue(72)

School: Style: Command (Skill)

Syntax: automatic

The Command Fighter generally has years of experience in a manner of different wars. Over
the course of time, they gain experience with both commanding as well as fighting in the
actual battles themselves. From all of this experience they are able to do both with deft
skill. Warfare Veteran increases the melee attack and defense of the fighter.

Warfare Veteran (automatic):
increases melee and range attack rating by 2 (+potency),
increases melee defense rating (+potency), and
increases critical attacks by 7% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Style: Dire

Avoidance

Classes and Levels: Cleric(84), Fighter(84), Mage(84), Rogue(84)

School: Style: Dire (Skill)

Syntax: automatic

In dire times the best way to avoid getting killed is simply avoiding the death blow. This
can be done a number of ways: rolling out of a way of the incoming hammer of death, quickly
stepping back wards as the blade of red smiles is coming, or simply jumping to one side.
Avoidance can sometimes be seen as an art form, but the most effective way is simply
getting out of the way by any means possible.

Avoidance gives the Dire Fighter a 10% chance to dodge all incoming attacks.

Avoidance (automatic):
increases auto dodge by 10%,
increases critical chance mitigation by 5% (+potency), and
increases Weapon damage done by 5% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Dire Interception

Classes and Levels: Fighter(1)

School: Style: Dire (Skill)

Syntax: use direinterception

The Dire Fighter excels in taking a beating. They have managed to learn the secrets of
positioning their bodies at the right angles at the right times to almost totally negate
incoming damage.

Dire Interception (user):
restores health by 10% (+potency),
provides damage immunity for the next 1 trigger or until the effect dissipates (+triggers,
+duration), and
increases damage done by 10% for a short length of time (+potency, +duration).
(Becomes active: when damaged, has a 25% to execute. If health is under 50% then the chance is 33% to execute)

This is reactive ability, please see HELP REACTIVE for more information!

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


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Dire Times

Classes and Levels: Fighter(96)

School: Style: Dire (Skill)

Syntax: automatic(triggered, see below)

Dire Times is the ultimate skill for the Dire Fighter. Unfortunately, it is one that they
never hope to have to utilize. When near death, the Dire Fighter will be able to enter a
state of pure survival driven by a burst of adrenaline into their bodies. They will receive
increased defensive power and the next two attacks against them are rendered useless.

Dire Times (user):
restores a percentage of health for a short length of time (+potency),
restores a percentage of health (+potency),
increases defense rating for a short length of time (+potency),
increases damage mitigation by 50% for the next 3 triggers or until the effect dissipates
(+potency), and
increases damage done by 15% for a short length of time (+potency).
(Executes automatically: on every attack has a 0% to execute. If health is under 25% then the chance is 100% to execute)

TRAINING KEY:
potency – damage/effectiveness


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Impenetrability

Classes and Levels: Cleric(48), Fighter(48), Mage(48), Rogue(48)

School: Style: Dire (Skill)

Syntax: automatic

Impenetrability provides the Dire Fighter with the ability to mitigate any damage by a
moderate amount. They are able to project their stature in combat, which will lessen the
attacks their enemies make. This is a staple for the Dire Fighter and is a passive
ability.

Impenetrability (automatic):
increases damage mitigation by 10% (+potency),
decreases bleeding from wounds by 10% (+potency), and
increases damage done by 10% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Protective Position

Classes and Levels: Fighter(24)

School: Style: Dire (Skill)

Syntax: automatic

By mastering the art of positioning and proper techniques, the Dire Fighter can maximize
the defensive potential of any situation. They can maintain the defensive posture even
during the attack – and of course during the defensive. Protective Position greatly
increases the melee defensive capability of the fighter.

Protective Position (automatic):
increases melee defense rating,
increases critical attacks by 5% (+potency),
increases critical damage mitigation by 10% (+potency), and
ignores armor on attack (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Stabilize Balance

Classes and Levels: Fighter(12)

School: Style: Dire (Skill)

Syntax: automatic(triggered, see below)

Part of melee combat is ensuring that the proper balances and positioning are always
upheld. The Dire Fighter excels at this. They are able to stabilize themselves against
future attacks to lessen the impact to their risk. All future risk reductions while
attacked are lowered.

Stabilize Balance (user): decreases risk when attacked by 50% for a short length of time
(+potency, +duration).

Additionally(user), it deals slash damage based on non-crossbow weapon power and strength
(becomes more powerful with character level) (+potency).
(Executes automatically: on every attack has a 50% to execute. If health is under 30% then the chance is 100% to execute)

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


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Stalwart

Classes and Levels: Cleric(72), Fighter(72), Mage(72), Rogue(72)

School: Style: Dire (Skill)

Syntax: automatic

The Dire Fighter trains rigorously – regimes that border on cruel and sadistic. They put
their bodies through the toughest situations possible. They hate themselves for it. And
when they are in a dire fight, with the end near, but they hold on due to their training
and come out victorious – they love themselves for it. Such is the life of a fighter who
lives on the edge.

Stalwart gives the fighter a large increase to melee defense and health.

Stalwart (automatic):
increases melee defense rating (+potency),
increases health (+potency), and
increases all critical damage by 10% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Unyielding Fortress

Classes and Levels: Fighter(36)

School: Style: Dire (Skill)

Syntax: automatic(triggered, see below)

The Dire Fighter can shift their stance into a shielding one – which allows them to greatly
reduce incoming melee damage. If the fighter is under half health, the effectiveness of the
stance doubles. Dire Fighters have been known to live through assaults that would otherwise
decimate other fighters.

Unyielding Fortress (user):
increases damage mitigation by 5% for a short length of time (+potency, +duration),
increases knock down resistance by 10% for a short length of time (+potency, +duration),
increases critical damage mitigation by 10% for a short length of time (+potency,
+duration), and
increases Weapon damage done by 25% for a short length of time (+potency, +duration).
(Executes automatically: has a 35% chance to execute when attacked)

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


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Ward Off

Classes and Levels: Fighter(60)

School: Style: Dire (Skill)

Syntax: automatic(triggered, see below)

One key point in the Dire Fighter’s training is to have the capability to use their weapon
as an unmovable defensive object. They are able to ward off attacks with keen precision and
skill. The Ward Off ability will trigger when attacked and will parry the next attack. If
the fighter is under half health, the ability has a higher chance to trigger.

Ward Off (user): increases auto parry for the next 1 trigger or until the effect dissipates
(+potency, +triggers, +duration) and decreases NPC special attack damage by 10% for a short
length of time (+potency, +duration).
(Executes automatically: on every attack has a 25% to execute. If health is under 50% then the chance is 33% to execute)

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


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Style: Finesse

Balance Stance

Classes and Levels: Cleric(24), Fighter(24), Mage(24), Rogue(24)

School: Style: Finesse (Skill)

Syntax: automatic

Balance stance is a way of fighting for the Finesse Fighter. The fighter stands in such a
way that offers decent attack possibilites while also increasing their defensive capability
in combat. This increases both melee attack and defense ratings by a small amount.

Balance Stance (automatic):
increases melee and range attack rating by 3 (+potency),
increases melee defense rating (+potency),
increases critical attacks by 7% (+potency), and
increases critical damage mitigation by 7% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Battle Perception

Classes and Levels: Cleric(72), Fighter(72), Mage(72), Rogue(72)

School: Style: Finesse (Skill)

Syntax: automatic

There comes a time when a Fighter has a certain sense of the battlefield – they can
anticipate incoming attacks and be able to place their bodies in a better position to
absorb the blow. Or they can shift the weight of their swings just so in order to deal
extra damage – enough to turn the tide of battle. Battle Perception gives the Finesse
Fighter just that.

Battle Perception (automatic): increases melee damage mitigation (+potency) and increases
melee damage by 10% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Defensive Fracture

Classes and Levels: Fighter(60)

School: Style: Finesse (Skill)

Syntax: automatic(triggered, see below)

Defensive Fracture is a powerful ability – it allows the Finesse Fighter to strike
continually on a target’s body which open up spots for future attacks. This ability has a
chance to automatically trigger when the fighter strikes an enemy.

Defensive Fracture (single victim):
has a 33% base chance to deal slash damage based on non-crossbow weapon power and strength
(becomes more powerful with character level) (+potency),
decreases melee defense rating for a short length of time (+potency, +duration),
decreases melee damage mitigation by 10% for a short length of time (+potency, +duration),
decreases critical chance mitigation by 10% for a short length of time (+potency,
+duration), and
decreases critical damage mitigation by 5% for a short length of time (+potency, +duration).
(Executes automatically: to execute on every attack)

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


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Fatal Followup

Classes and Levels: Fighter(96)

School: Style: Finesse (Skill)

Syntax: automatic(triggered, see below)

The pinnacle of the Finesse style is the Fatal Followup. Mastering the art of melee combat
to such a degree the fighter is able to turn even the best advantage of the defender
against them. The Finesse Fighter can follow up a missed attack with an equally fatal
second attack that has a 100% chance to land. This follow up attack does weapon damage
halved.

Fatal Followup (single victim): deals slash damage based on non-crossbow weapon power and
strength (becomes more powerful with character level) (+potency) and a 10% base chance to
deal slash damage based on non-crossbow weapon power and strength (becomes more powerful
with character level) (+potency).
(Executes automatically: has a 50% chance to execute on every attack)

TRAINING KEY:
potency – damage/effectiveness


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Fluid Mobility

Classes and Levels: Cleric(48), Fighter(48), Mage(48), Rogue(48)

School: Style: Finesse (Skill)

Syntax: automatic

Flowing with light feet, and precision, the Fighter is able to dodge incoming attacks more
effectively while dealing critical strikes with ease. Fluid Mobility is an art form for
Finesse Fighters, and their display of battlefield melee combat becomes renowned.

Fluid Mobility (automatic):
increases auto dodge by 5%,
increases melee critical chance by 10% (+potency), and
ignores armor on attack (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Graceful Counter

Classes and Levels: Fighter(12)

School: Style: Finesse (Skill)

Syntax: automatic(triggered, see below)

Graceful counter allows a Finesse fighter to strike with a graceful motion upon attack.
They look for an opening in the attacker’s defenses and exploit it to the fullest extent
possible. This ability deals a small percentage of the target’s current health in damage.

Graceful Counter (single victim): deals slash damage by maximum health percentage
(+potency).
(Executes automatically: has a 50% chance to execute when attacked)

TRAINING KEY:
potency – damage/effectiveness


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Melee Discipline

Classes and Levels: Cleric(84), Fighter(84), Mage(84), Rogue(84)

School: Style: Finesse (Skill)

Syntax: automatic

With great training and experience a fighter can reach a point where they are able to be
disciplined during the most heated and dire moments in combat. Melee Discipline allows a
Finesse Fighter to increase their defensive and offensive capabilities during combat.

Melee Discipline (automatic): increases Weapon damage done by 10% (+potency) and a 25% base
chance to decrease risk when attacked by 10-0 (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Parry Shield

Classes and Levels: Fighter(36)

School: Style: Finesse (Skill)

Syntax: automatic(triggered, see below)

Parry shield is a special ability taught to Finesse Fighters. Shields cannot always be
counted to be present and because of that, the fighter is taught to use the weapon as much
as possible as a defensive tool. When attacked, the fighter has a chance to automatically
parry the next melee attack.

Parry Shield (user): increases auto parry for the next 1 trigger or until the effect
dissipates and decreases risk (+potency).
(Executes automatically: has a 25% chance to execute when attacked)

TRAINING KEY:
potency – damage/effectiveness


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Retort

Classes and Levels: Fighter(1)

School: Style: Finesse (Skill)

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

The fighter learns this ability at the onset of their training – the ability to deal
powerful blows based on their current health on the attacker. This gives a great advantage
during the fight due to the mere fact it can turn some of the damage back and create an
unbalanced situation.

Retort (single victim): deals slash damage based on non-crossbow weapon power and strength
(becomes more powerful with character level) (+potency)

Additionally (user), it decreases weapon delay for the next 2 triggers or until the effect
dissipates.
(Becomes active: executes when damaged)

This is reactive ability, please see HELP REACTIVE for more information!

TRAINING KEY:
potency – damage/effectiveness


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Style: Inner Self

Agile Footing

Classes and Levels: Cleric(72), Fighter(72), Mage(72), Rogue(72)

School: Style: Inner Self (Skill)

Syntax: automatic

With fleet of foot, the Inner Self Fighter moves like water across the stones during
combat. This gives them an edge as their melee attack and defense is raised. In addition,
they’re able to take advantage of their surroundings more – the chance of triggering
Surroundings and Environ Barrage increases slightly.

Agile Footing (automatic):
increases critical attacks by 10% (+potency),
increases defense rating (+potency),
increases surroundings and environ barrage trigger chance by 5% (+potency),
increases Weapon damage done by 7% (+potency), and
changes movement rate.

TRAINING KEY:
potency – damage/effectiveness


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Ambient Perception

Classes and Levels: Cleric(48), Fighter(48), Mage(48), Rogue(48)

School: Style: Inner Self (Skill)

Syntax: automatic

Ambient Perception is a skill that is developed over time through experience. It allows the
fighter to easily see potential uses in the environment. As such, it increases the trigger
chance of Surroundings and Environ Barrage.

Ambient Perception (automatic):
increases surroundings and environ barrage trigger chance by 20% (+potency),
increases all critical damage by 10% (+potency),
increases critical attacks by 10% (+potency), and
increases accuracy rating (reduces auto and critical melee misses) and slightly modifies
attack rating (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Environ Barrage

Classes and Levels: Fighter(36)

School: Style: Inner Self (Skill)

Syntax: automatic(triggered, see below)

Environ Barrage is an ability that Inner Self Fighters use during combat. They are able to
use their surroundings to their advantage while on the attack. The affect depends on the
terrain they are in. For example, while fighting in plains the fighter will do damage based
on their agility. But while fighting in caves or mountains, the fighter will use their
strength. This varying attribute usage is minimal and one should not worry if their stats
are “low” -the overall damage will be impacted very slightly.

Environ Barrage (single victim):
(Executes automatically: has a 20% chance to execute on every attack)

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Environmental Dominance

Classes and Levels: Cleric(84), Fighter(84), Mage(84), Rogue(84)

School: Style: Inner Self (Skill)

Syntax: automatic

Near the height of an Inner Self’s training, they become masters over their environment –
being able to use it more often and with more power. It is then they exert dominance over
their surroundings! The trigger chances for Surroundings and Environ Barrage increase and
the potency of their affects is increased by 20%.

Environmental Dominance (automatic):
increases duration and potency of surroundings and environ barrage by 20% (+potency),
increases surroundings and environ barrage trigger chance by 15% (+potency), and
increases damage done by 10% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Inherent Will

Classes and Levels: Fighter(1)

School: Style: Inner Self (Skill)

Syntax: use inherentwill

The Inner Self is capable of looking deep inside and pulling out what they need most when
it’s need. Inherent Will drives the Inner Self Fighter forward – by improving their attack
and defense ratings, lessens damage received and increases damage done. This is a reactive
ability and has a chance to trigger when attacking.

Inherent Will (user):
increases melee and range attack rating by 4 for the next 2 triggers or until the effect
dissipates (+potency, +triggers, +duration),
increases melee defense rating for the next 2 triggers or until the effect dissipates
(+potency, +triggers, +duration),
increases damage mitigation by 33% for the next 2 triggers or until the effect dissipates
(+triggers, +duration), and
increases melee damage by 25% for the next 2 triggers or until the effect dissipates
(+potency, +triggers, +duration).
(Becomes active: has a 25% chance to execute on every attack)

This is reactive ability, please see HELP REACTIVE for more information!

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


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Inner Fire

Classes and Levels: Fighter(96)

School: Style: Inner Self (Skill)

Syntax: automatic(triggered, see below)

The pinnacle of Inner Strength – the fighter is able to figuratively ignite their will when
needed most. Their entire being is super charged and become a killing machine that is
rarely seen. They deal increased damage, have increased defense and attack capabilities for
a short time.

Inner Fire (user):
increases damage done by 50% for a short length of time (+potency, +duration),
increases attack rating for a short length of time (+potency, +duration),
increases auto dodge by 20% for a short length of time (+duration),
increases accuracy rating (reduces auto and critical melee misses) and slightly modifies
attack rating for a short length of time (+potency, +duration),
increases critical attacks by 25% for a short length of time (+potency, +duration), and
increases all critical damage by 25% for a short length of time (+potency, +duration).
(Executes automatically: has a 50% chance to execute on every attack)

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


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Steady Stance

Classes and Levels: Cleric(24), Fighter(24), Mage(24), Rogue(24)

School: Style: Inner Self (Skill)

Syntax: automatic

The steady stance gives the Inner Self Fighter solid technique for combat. It’s a stance
that favors both offense and defense. Overall, it’s well rounded and serves in a variety of
situations. This stance increases the fighter’s melee attack and defense values slightly.

Steady Stance (automatic):
increases melee and range attack rating by 1,
increases melee defense rating,
increases damage mitigation by 7% (+potency), and
increases critical damage mitigation by 10% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Surroundings

Classes and Levels: Fighter(12)

School: Style: Inner Self (Skill)

Syntax: Automatic

The Inner Self uses the surroundings to their fullest advantage. They are able to, during
the heat of combat, take something from the area and use it to their advantage. The
slightest change of terrain or the smallest step in the ground can prove to be beneficial
somehow to the Inner Self.

Surroundings (user): has a chance to automatically apply a short term beneficial affect
based on the current terrain of the room to the fighter.

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Turn Blade

Classes and Levels: Fighter(60)

School: Style: Inner Self (Skill)

Syntax: automatic(triggered, see below)

Inner Self fighters master the art of turn blade, which is a sophiscated skill used in
deflecting the strongest attacks!

Turn Blade (user): increases damage mitigation by 10% for the next 2 triggers or until the
effect dissipates (+triggers, +duration).
(Executes automatically: has a 20% to execute chance when damaged)

TRAINING KEY:
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), 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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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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