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Mage Abilities



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

Contents

Arcane

Channel

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

School: Arcane (Skill)

Syntax: use channel

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

Channel (user): has a 50% base chance to increase essence by 10-20% (+potency, +chance).

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


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Detect Magic

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

School: Arcane (Skill)

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

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

Syntax: use detectmagic infuse <item|slot|sid> <type> <amount1> <amount2> <amount3> – infuses the item with the affect.

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

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

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

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

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Essence Exploitation

Classes and Levels: Mage(16)

School: Arcane (Skill)

Syntax: automatic

Mages are powerful from the start of their training. However when they learn essence
exploitation their power increases greatly. This is a skill that all mages desire to master.
While difficult to do so, the ones who do master this go down in history as some of the
greatest (or worst if they are evil) mages of all time.

Essence Exploitation (automatic): has a 33% base chance to increase spell damage by 5%
(+potency, +chance).

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


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Magical Reduction

Classes and Levels: Mage(53)

School: Arcane (Skill)

Syntax: automatic

Even though the Arcane is a powerful force, creatures have become adept at creating
defenses to shield themselves from it through the ages. It is more common than one would
initially think. Mages, over time, learn to find ways to make their spells more effective,
by twisting their spell’s essence into a more potent form, which can rip through the
defenses of their targets. Further training allows a Mage to concentrate on the moment of
impact and infuse a jolt of their essence to further aid the spells penetration
capabilities.

Magical Reduction (automatic): has a 33% base chance to increase spell penetration of a
target’s magic defenses (+potency, +chance).

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


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Particle Pulse

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

School: Arcane (Spell)

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

A simple and basic magic spell. All Mages and Arcanists learn this in their introductory
classes as a basic way to manipulate essence into a generic potent force. Later, they
graduate into more complex techinques, such as shaping essence into elemental forces.

Particle Pulse (single victim): deals arcane damage based on intelligence (becomes more
powerful with character level) (+potency)

Additionally (magic user), it increases critical attacks by 5% for a short length of time
(+potency, +duration).

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


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Shard Construction

Classes and Levels: Mage(30)

School: Arcane (Skill)

Syntax: use shardconstruction basic – creates a basic essence shard with no modifiers.

Syntax: use shardconstruction <ability> [gem] – creates a shard with the ability and gem(must be HELD).

Abilities: basic, ALL, level, damage, resist, regeneration.

This skill allows the Mage to create an essence shard, which is required to cast spells. The
Mage concentrates and then tries to form an essence shard with the essence that they have stored. Mages can only make
limited types of essence shards while Scholarly Mages have a wide range of abilities that allow them to create much
better ones. Since the power of Mages are limited, they can only create an essence shard with one relevant ability. They
can make one that contains bonuses to all of the abilities but it is harder (much harder) to do and the bonuses are
much lower then if they just choose one.

Shard Construction (user): allows Mages to create an essence shard with various modifiers.
Essence shards are required to cast spells for Mages. A gem can be used to increase the
power of the created shard.

Modifiers:
basic – this is a basic essence shard. Gems cannot be used.
level – increases attack rating of spells.
damage – increases the damage of spells.
resist – increases magical resistance of the Mages.
regen – increases passive essence regeneration
all – increases level, damage, resist and regeneration. Note: This has a low succcess rate.

Optionally, gems can be used to infused a portion of their power into the shard. The
difficulty increases based on the type of gem used. Gems have different powers and
characteristics. This skill has a 100% success rate.

Anima – Difficulty: Epic. Godly in all four abilities.
Diamond – Diff: Extreme. Amazing in all four abilities.
Amethyst – Diff: Hard. Level: Great. Damage: Good. Resist: Poor. Regen: Poor.
Sapphire – Diff: Hard. Level: Average. Damage: Low. Resist: Low. Regen: Good.
Ruby – Diff: Hard. Level: Average. Damage: Good. Resist: Low. Regen: Low.
Emerald – Diff: Hard. Level: Average. Damage: Low. Resist: Good. Regen: Low.
Jade – Diff: Medium. Level: Low. Damage: Average. Resist: Poor. Regen: Low.
Topaz – Diff: Medium. Level: Average. Damage: Low. Resist: Low. Regen: Average.
Turquoise – Diff: Medium. Level: Low. Damage: N/A. Resist: Poor. Regen: Low.
Crystal – Diff: Easy. Level: Low. Damage: Low. Resist: Low. Regen: Low.
Opal – Diff: Easy. Level: N/A. Damage: N/A. Resist: Low. Regen: Great.
Garnet – Diff: Low. Level: N/A. Damage: N/A. Resist: Low. Regen: Low.
Quartz – Diff: Low. Level: Low. Damage: Low. Resist: N/A. Regen: N/A.

Essence shards may be used, sold for gold, or traded to others.

Detailed Training Benefits:
Increases success rate of the shard creation. Character level does not affect this skill.


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Sorcery

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

School: Arcane (Skill)

Syntax: automatic

Magic cannot be performed without focus, and no focus is greater than that of Sorcery. The
lifeblood of the Mage, the Sorcery skill determines the accuracy of offensive spells. A
deep arsenal of spells is useless if the wielder cannot properly harness them, and any Mage
who neglects Sorcery cannot properly harness his abilities.

Sorcery (automatic): increases spell attack (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Combat

Armor: Chain

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

School: Combat (Skill)

Syntax: automatic

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

Armor: Chain (automatic): has a 75% base chance to increase defense rating and lowers
hindrance while wearing chain chest armor (+potency, +chance).

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


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Armor: Leather

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

School: Combat (Skill)

Syntax: automatic

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

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

Armor: Leather (automatic): has a 75% base chance to increase defense rating and lowers
hindrance while wearing leather chest armor (+potency, +chance).

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


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Armor: Plate

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

School: Combat (Skill)

Syntax: automatic

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

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

Armor: Plate (automatic): has a 75% base chance to increase defense rating and lowers
hindrance while wearing plate chest armor (+potency, +chance).

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


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Defensive Maneuvers

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

School: Combat (Skill)

Syntax: automatic

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

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

TRAINING KEY:
potency – damage/effectiveness


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Melee Techniques

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

School: Combat (Skill)

Syntax: automatic

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

Melee Techniques (automatic): increases melee and range attack rating by 1 (+potency) and
increases melee damage by 5% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Shield Techniques

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

School: Combat (Skill)

Syntax: automatic

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

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

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

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

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

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

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

TRAINING KEY:
potency – damage/effectiveness


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Elemental Masteries

Element: Charge Density

Classes and Levels: Mage(100)

School: Elemental Masteries (Skill)

Syntax: automatic

It comes to Mages at the most seemingly random times: the charges become denser and more
easier to control. It is then, they are able to hold more, and further their goals of
mastery over the elements.

Element: Charge Density (automatic): increases elemental charges.

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Element: Fire Potency

Classes and Levels: Mage(100)

School: Elemental Masteries (Skill)

Syntax: automatic

Mages, once reaching high enough training and knowledge, able to extend their techniques in
specific elements to higher degrees.

Element: Fire Potency (automatic): increases fire damage done by 6% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Element: Ice Potency

Classes and Levels: Mage(100)

School: Elemental Masteries (Skill)

Syntax: automatic

Mages, once reaching high enough training and knowledge, able to extend their techniques in
specific elements to higher degrees.

Element: Ice Potency (automatic): increases ice damage done by 6% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Element: Lightning Potency

Classes and Levels: Mage(100)

School: Elemental Masteries (Skill)

Syntax: automatic

Mages, once reaching high enough training and knowledge, able to extend their techniques in
specific elements to higher degrees.

Element: Lightning Potency (automatic): increases lightning damage done by 6% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Fire

Blast Core

Classes and Levels: Mage(10)

School: Fire (Spell)

Syntax: cast blastcore

Element: Fire

Charge: +1 Fire

The core of fire is something not to be trifled with, for the ones who cross a Mage specializing in fire usually end up as a pile of ash.

Blast Core (magic user): increases fire spell damage by 125% for the next 2 triggers or
until the effect dissipates (+potency, +triggers) and increases spell critical chance for a
short length of time (+potency).(-reuse)

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


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Burning Hands

Classes and Levels: Mage(20)

School: Fire (Spell)

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

Element: Fire

Charge: +1 Fire

A clever spell meant to make melee attackers less effective: the target’s hands catch fire, causing melee attacks to
miss more often.

Burning Hands (non-player engaged victims in the room): decreases melee and range attack
rating by 2 for a medium length of time (+potency, +triggers) and decreases melee damage
for a medium length of time (+potency).(-reuse)

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


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Fire Shock

Classes and Levels: Mage(1)

School: Fire (Spell)

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

Element: Fire

Charge: +1 Fire

A basic fire spell that does a low amount of fire damage. Every Mage learns this at the
Academy in Eridan.

Fire Shock (single victim): deals fire damage based on intelligence (becomes more powerful
with character level) (+potency) and deals fire damage based on intelligence over time, for
a short length of time (becomes more powerful with character level) (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Flash Fire

Classes and Levels: Mage(15)

School: Fire (Spell)

Syntax: cast flashfire

Element: Fire

Charge: -2 Fire

You create a small flash of fire that radiates outwards from you, striking everything in
the nearby area. The targets struck will burn for a short duration of time.

Flash Fire (victims in the room): deals fire damage based on intelligence (becomes more
powerful with character level) (+potency) and deals fire damage over time, for a short
length of time (becomes more powerful with character level) (+potency).(-reuse)

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


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Molten Ball

Classes and Levels: Mage(5)

School: Fire (Spell)

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

Element: Fire

Charge: -1 Fire

You generate a hot ball of flame in your hands prior to sending it out to a helpless victim!

Molten Ball (single victim): deals fire damage based on intelligence (becomes more powerful
with character level) (+potency) and deals fire damage over time, for a short length of
time (becomes more powerful with character level) (+potency).(-reuse)

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


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Focus: Adventurous

Arcane Swell

Classes and Levels: Mage(100)

School: Focus: Adventurous (Skill)

Syntax: use arcaneswell

Arcane Swell is something of great power. It is a mark of true mastery in the elemental
arts. It is something shunned and frowned upon. It is… too powerful! This ability is
forbidden from use unless dire circumstances call for it. For it has the potential to
decimate the area it’s used in.

The Mage summons forth a huge arcane swell above them which drains portions of essence from
the area to fuel their spells. The arcane swell pulses every few seconds transferring the
essence from the lands directly into the Mage. The end result is amazing: The Mage has
enhanced damaging power and the area becomes drained from magic. In some cases, the entire
area can be drained and magic simply cannot be used.

In addition, Erius and other Mages may not entirely enjoy your use of Arcane Swell. This
skill, in addition, displays area and world wide messages while used.

Arcane Swell (user):
siphons an area of essence to provide the following benefits (+potency, +duration),
increases spell damage for a medium length of time (+potency, +duration),
increases spell critical damage by 5% for a medium length of time (+potency, +duration),
increases spell damage by 5% for a short length of time (+potency, +duration),
decreases spell cast time for a short length of time (+potency, +duration), and
increases essence regeneration for a medium length of time (+potency, +duration).(-reuse)

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


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Essence Infusion

Classes and Levels: Mage(10)

School: Focus: Adventurous (Skill)

Syntax: use essenceinfusion

Infusion allows the Adventurous Mage to allow their mind and body to reach out in the local
area in order to heighten their passive essence regeneration. As every Mage knows, the
best way to regain essence is to contact the Gaia Tributary through channeling or
intervening (if they’re an Indago). Essence Infusion is a way to rely less on that
ability.

Essence Infusion (user): increases essence regeneration by 25% for a medium length of time
(+potency, +duration).(-reuse)

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


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Essence Inundation

Classes and Levels: Mage(70)

School: Focus: Adventurous (Skill)

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

Sometimes a Mage will lose control of the ability to concentrate with their mind. This can
be quite common in the wild – where danger lurks around every corner. While this can be
devastating since concentration is needed to cast spells, there are some Mages who can
still use the essence they have stored in their bodies. By relaxing their internal being
and then using what concentration remains, they can successfully release all of their
stored energy at a target in an explosion that rivals the ages. Though, the Mage is drained
for some time after and they cannot contact the Gaia Tributary.

The Acane Order frowns upon the use of this skill. It is common knowledge that any Mage
seen using this spell will be arrested on sight and put on trial.

Essence Inundation (single ally): deals arcane damage based on essence

Additionally (user), it prevents channel and intervention from being used for a long length
of time.(-reuse)

TRAINING KEY:
reuse – length of ability cooldown


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Fringe Casting

Classes and Levels: Mage(40)

School: Focus: Adventurous (Skill)

Syntax: automatic

There are many close calls for Mages who adventure in the wilds of Eihydia. Erius Riesuts,
Arch Mage of the Magic Academy and Arcane Order in Eridan, is a known practitioner of
Fringe Casting. The stories of his dire battles with diamond dragons in the depths of the
South Kel-sithian jungles are renown in the world.

Fringe Casting (automatic): increases spell critical chance (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Improvisational Caster

Classes and Levels: Mage(90)

School: Focus: Adventurous (Skill)

Syntax: automatic

Adventurous Mages eventually learn to increase the critical damage rates of their spells.

Improvisational Caster (automatic): increases intelligence (+potency) and increases spell
critical damage by 10% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Into the Unknown

Classes and Levels: Mage(90)

School: Focus: Adventurous (Skill)

Syntax: use intotheunknown

Once an Adventurous Mage has seen the majority of what Eihydia has to offer they realize
they’ve only touched the tip of what REALLY exists out there. Upon this fact, the Mage
learns to calm their mind and prepare their body. There are numerous techniques to do this,
and each are different depending on the Mage preparing for the Unknown.

Speaking to Arch Mage Erius Riesuts may unlock some additional secrets.

Into the Unknown (user):
increases health for a long length of time (+potency, +duration),
increases essence for a long length of time (+potency, +duration),
increases intelligence for a long length of time (+potency, +duration),
increases health regeneration by 15% for a long length of time (+potency, +duration),
increases stamina regeneration by 15% for a long length of time (+potency, +duration), and
increases spell damage for a long length of time (+potency, +duration).(-reuse)

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


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Primordial Charging

Classes and Levels: Mage(20)

School: Focus: Adventurous (Skill)

Syntax: automatic

Adventurous Mages learn to shape the elements at a young age through real life experiences rather than theory studied from a book at the Royal Riesuts
Academy.

Primordial Charging (automatic): has a 20% base chance to reduce the charge cost of spells
(will not go below 1) (+chance) and a 20% base chance to generate more charges from charge
building spells (+chance).

TRAINING KEY:
chance – chance of failure/success


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Shard Control

Classes and Levels: Mage(50)

School: Focus: Adventurous (Skill)

Syntax: use shardcontrol

Can Toggle Ability (turn on/off).

Mages who adventure in the wild can learn to rely deeply on their shard for survival. With
experimentation and training, the Adventurous Mage can control their shard with great deft.
It’s been known that these abilities can be the deciding factor between life and death.

Shard Control (user): has a 10% base chance to
apply the following on your successful attacks to (single ally):
deals arcane damage based on intelligence (becomes more powerful with character level) (+potency) and a 25% base chance to
apply the following when successfully attacked to (self ally):
increases melee 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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Focus: Scholarly

Clear Mind

Classes and Levels: Mage(10)

School: Focus: Scholarly (Skill)

Syntax: automatic

Often times, a Clear Mind is the best tool to solve complex problems. A mind that is filled
with incoherent thoughts or images is but a liability to the life of a Mage. As such, at
young age, the Mage learns to have the ability to maintain a clear and empty mind – one
that focuses on the task at hand.

Clear Mind (automatic):
increases channel and intervention success (+potency, +chance),
increases potency of channel and intervention by 5% (+potency, +chance),
view the contents of a locked container while using detect magic (+potency, +chance),
increases spell critical chance (+potency),
decreases spell essence cost by 15% (+potency), and
increases spell damage by 25% (+potency).

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


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Elemental Intensity

Classes and Levels: Mage(50)

School: Focus: Scholarly (Skill)

Syntax: use elementalintensity

Scholarly Mages spend much time studying the ancient and obscure tomes found in the Great
Library of Eridan. It is here, these Mages are able to successfully master the elemental
properties. By using these secret techniques they are able to seemingly display an endless
supply of essence while at the same time greatly enhancing the potency of their spells!

Elemental Intensity (user): increases essence by 50-0% for a medium length of time
(+potency, +duration) and a 33% base chance to increase spell damage by 33% for a medium
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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Exploit Lore

Classes and Levels: Mage(20)

School: Focus: Scholarly (Skill)

Syntax: use exploitlore <target> – executes the ability on the target(NPC)

Scholarly Mages have read many tomes and attended numerous lectures on the creatures and
wild life of Eihyida. They have built up extensive knowledge of these creatures, which they
can use to their advantage, in theory.

Exploit Lore (single victim): decreases damage mitigation 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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Intricate Infusion

Classes and Levels: Mage(70)

School: Focus: Scholarly (Skill)

Syntax: automatic

Scholarly Mages study for years to understand how magic permeates the world and all objects
in it. By mastering this art, through various techniques such as books and experimentation,
these Mages can become very adept at enchanting magical items and unlocking their true
potential.

Intricate Infusion (automatic):
increases success of detect magic (+potency, +chance),
a 67% base chance to increase number of unlocked bonuses (+potency, +chance), and
a 67% base chance to increase detect magic potency (+potency, +chance).

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


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Refraction

Classes and Levels: Mage(100)

School: Focus: Scholarly (Skill)

Syntax: use refraction 2|3 – Tries to refract your shard into multiple pieces (2 or 3) temporarily.

Example: use ‘refraction’ 2 would split the shard into 2 pieces

Refraction is the ultimate Scholarly Mage skill. Over long years of dedication and skill
they have mastered the power of the essence shard. These Mages can take an essence shard
and split it into 2 or 3 pieces temporarily. While the shards are split, they will conjure
unique powers in combat as the Mage casts his spells.

Refraction (user): splits the Mages essence shard into 2 or 3 pieces, which provide a
chance for automatic abilities during spell casting (+chance to trigger during cast, < -chance to break, -reuse). The attacks range from attribute debuffs to dealing high damage. Refracting a shard into 3 pieces instead of 2, will open up a new set of powerful abilities. These new abilities will stun targets, debuff their damage taken and dealt, and deal much higher damage. In addition, the success rate doubles. NOTE: Refracting a shard into three pieces has a 10% chance to deal damage to the Mage. This chance is lowered to 5% at maximum Refraction level. TRAINING KEY: chance – chance of failure/success, reuse – length of ability cooldown

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Secrets of the Tomes

Classes and Levels: Mage(90)

School: Focus: Scholarly (Skill)

Syntax: automatic

It is common knowledge that there are a whole host of secret and ancient tomes out in the
world. Each Mage desires to attain these books for their own use and as a way to further
their goals. What isn’t so common is the ability to absorb and unlock each tome’s full
potential. Only Mages that master the secrets of the tome can truly be known as powerful
Mages!

Secrets of the Tomes (automatic):
has a 20% base chance to decrease spell cast time (+chance),
decreases skill cooldown time (+potency),
increases spell attack (+potency), and
increases elemental charges.

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


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Shard Architecture

Classes and Levels: Mage(40)

School: Focus: Scholarly (Skill)

Syntax: automatic

Scholarly Mages seek to know their essence shards inside and out. They continually examine
and research the shards. They spend their lives peering into the inner depths of each shard
they craft to learn more about them.

This ability synergies with Fuse.

Shard Architecture (automatic): has a 67% base chance to increase shard construction
success (+potency, +chance) and provides additional shard construction abilities.

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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Backstep

Classes and Levels: Mage(6)

School: General (Skill)

Syntax: use backstep

Backstep allows you to take a quick step backwards which increases your position (lowers your risk).

Backstep (user): decreases risk (+potency).(-reuse)

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


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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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Ice

Frigid Heart

Classes and Levels: Mage(20)

School: Ice (Spell)

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

Element: Ice

Charge: +1 Ice

During the Age of Magic, a Mage once was pitted against a friend, Gezgat, who became foe.
It was a day this Mage dreaded ever since the war began, for he knew he could never hurt
his friend. For weeks, the Mage toiled crafting a spell, which would only be used when
–no, if– they met in battle. This spell would freeze his heart, turning it into ice. When
that day finally came, the Mage, in a symbolic gesture of how he felt, used it on himself.
He fell to the ground clutching his heart. Gezgat, perplexed for a moment, realized what
his old friend had done. Gezgat promptly roasted him with a fire spell. Such were the days
from the Age of Magic.

Frigid Heart (single victim): decreases constitution for a short length of time (+potency,
+duration) and decreases damage mitigation by 10% for a short length of time (+potency,
+duration)

Additionally (magic user), it increases constitution 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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Frost Spike

Classes and Levels: Mage(5)

School: Ice (Spell)

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

Element: Ice

Charge: -1 Ice

A staple of any frost Mage’s offensive arsenal is the ability to summon a spear of ice and hurl it at a target. This technique
is as deadly as it is simple. In addition to the spike’s ability to penetrate many defenses, the frigid temperature often
inflicts frostbite at the site of the wound and can send the target into shock. The impact of the projectile and the extreme
cold reduce the target’s ability to continue fighting effectively.

Frost Spike (single victim):
deals ice damage based on intelligence (becomes more powerful with character level)
(+potency),
decreases attack rating for a short length of time (+potency, +duration),
decreases defense rating for a short length of time (+potency, +duration), and
a 25% base chance to deal stun effects (+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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Frozen Limbs

Classes and Levels: Mage(10)

School: Ice (Spell)

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

Element: Ice

Charge: +1 Ice

The Mage summons forth an extremely cold stream of ice which coats their foe’s limbs. This
coating of ice hinders the movement and ultimately effectiveness of any subsequent attacks.

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

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


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Ice Ball

Classes and Levels: Mage(1)

School: Ice (Spell)

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

Element: Ice

Charge: +1 Ice

A basic ice spell that does a low amount of ice damage. Every Mage learns this as a basic spell.

Ice Ball (single victim):
deals ice damage based on intelligence (becomes more powerful with character level)
(+potency),
decreases attack rating for a short length of time (+potency, +duration), and
decreases defense rating for a short length of time (+potency, +duration).

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


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Plating of Ice

Classes and Levels: Mage(15)

School: Ice (Spell)

Syntax: cast platingofice

As a cryomancer gains mastery over ice-based techniques, he learns to forge sheets of ice
stronger than steel. This technique allows the mage to summon durable plates of ice armor
that can repel magical and physical attacks alike. Although powerful, ice-based armor lacks
the staying power of metallic materials, limiting the duration of the ice armor’s
protection.

To further increase the effectiveness of this skill, purchase and train the Elemental Ice
Utility specialization.

Plating of Ice (magic user): adds a protective ward, which absorbs incoming damage
(+potency, +duration) and increases health for a medium length of time (+potency,
+duration).(-reuse)

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


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Lightning

Jolt

Classes and Levels: Mage(20)

School: Lightning (Spell)

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

Element: Lightning

Charge: +1 Lightning

It is rumored that this spell was once used by Ancient Indagoian Mages as a means of
gathering information. Reportedly they had so honed this magic that they could drain an
enemy of so much vitality that they would enter a trance-like state and divulge whatever
information was asked of them. What we are left with is this vague simulacrum that drains a
portion of the victims strength and vitality, temporarily transferring it to the caster.

Jolt (single victim): decreases strength for a short length of time (+potency)

Additionally (magic user), it restores stamina (+potency).(-reuse)

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


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Pulsing Cube

Classes and Levels: Mage(10)

School: Lightning (Spell)

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

During the all-consuming darkness of the Age of the Eclipse, Mages sought for a way to
pierce the veil of unending night. This was their solution, and perhaps salvation.

Pulsing Cube (single ally): summons a light source (‘a pulsing cube of lightning’ which
lasts for at least 30 minutes) (+potency).(-reuse)

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


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Shockwave

Classes and Levels: Mage(15)

School: Lightning (Spell)

Syntax: cast shockwave

Element: Lightning

Charge: -2 Lightning

Small spider-like sparks pranced along the exposed skin of Verek’s arms. A white-hot glow
infused his skin and emanated from his formerly deep amber eyes. “What is this? What have
you done to yourself Master Verek?” I asked desperately. “I…am…thunder!” roared Verek,
with the deafening sound of thunder. Horrible fissures cracked Verek’s skin, light poured
outwards, energy, essence. Verek simply…cracked apart.
–Ashtir the apprentices account of his master Verek.

Shockwave (victims in the room): deals lightning damage based on intelligence (becomes more
powerful with character level) (+potency) and causes Electrical Spasm for a short length of
time (+duration)

Additionally (magic user), it causes Harnessed Storm 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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Spark

Classes and Levels: Mage(1)

School: Lightning (Spell)

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

Element: Lightning

Charge: +1 Lightning

A basic lightning spell that does a low amount of lightning damage. Every Mage learns this
at the Academy in Eridan.

Spark (single victim): deals lightning damage based on intelligence (becomes more powerful
with character level) (+potency)

Additionally (magic user), it causes Electrifying Dance for the next 2 triggers or until
the effect dissipates (+potency, +triggers, +duration).

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


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Streaking Lightning

Classes and Levels: Mage(5)

School: Lightning (Spell)

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

Element: Lightning

Charge: -1 Lightning

As Mages experimented with the potentials of essence they realized that with the correct
forethought and application of will, raw essence could take on the form of the natural
elements. This is one of the earliest examples of essence being given over to an element.
Raw essence is called up while thinking of the powers of lightning, and then by sheer will
it is transmuted into lightning itself, which streaks at whatever the caster concentrates
upon.

Streaking Lightning (single victim): deals lightning damage based on intelligence (becomes
more powerful with character level) (+potency) and causes System Shock 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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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: Fire

Charred Remains

Classes and Levels: Mage(100)

School: Spec: Fire (Spell)

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

Element: Fire

Charge: -3 Fire

One of the greatest past times for Mages is to see how often they can turn something into a charred pile of dust. Oftentimes,
this past time drives a Mage mad with power and his fellow colleagues are required to perform some restraining actions. Due to
several…unfortunate incidents in the past, the Arcane Order has issued a decree that states using this spell more than once
per week is outlawed (the Mage is generally fined per occurrence).

Charred Remains (single victim):
deals fire damage based on intelligence (becomes more powerful with character level)
(+potency),
a 25% base chance to deal fire damage based on intelligence (becomes more powerful with
character level) (+potency, +chance), and
deals fire damage based on intelligence over time, for a short length of time (becomes more
powerful with character level) (+potency).(-reuse)

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


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Combustion

Classes and Levels: Mage(25)

School: Spec: Fire (Spell)

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

Element: Fire

Charge: -1 Fire

This is a deadly spell. The Mage carefully raises their target’s internal body temperature, spawning an eruption of flames.
The Arcane Order greatly frowns on constant use of this spell. Fire Mages have been known to go mad with the desire to
continually make unknowing people victims of morbid desires.

Combustion (single victim): deals fire damage based on the number of DoTs already applied
over time, for a medium length of time (+potency, +duration).(-reuse)

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


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Crimson Lash

Classes and Levels: Mage(87)

School: Spec: Fire (Spell)

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

Element: Fire

Charge: -2 Fire

Mages always find new ways to shape fire into destructive weapons. Some of them are artful and take much skill to wield. Others,
such as the Crimson Lash, are artfully concise. The Mage simply summons a large crimson colored whip of fire that slams into
their foes. Truly exhilarating!

Crimson Lash (single victim):
deals fire damage based on intelligence (becomes more powerful with character level)
(+potency),
deals fire damage based on intelligence over time, for a short length of time (becomes more
powerful with character level) (+potency), and
a 50% base chance to deal stun effects (+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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Flame Shield

Classes and Levels: Mage(42)

School: Spec: Fire (Spell)

Syntax: cast flameshield

Element: Fire

Charge: +1 Fire

The Mage is a master of using the elements for defensive purposes. By taking fire, the Mage can harness it into a protective
barrier around them. This barrier will last for a short time offering protection against various hostile focuses. This type of
shield burns any attackers.

Flame Shield (magic user):
increases health for a long length of time (+potency, +duration),
increases damage mitigation for a long length of time (+potency, +duration),
applies the following when successfully attacked to (single ally):
deals fire damage (+potency), and
applies the following when damaged to (self ally):
has a 25% base chance to generate a charge (+chance).

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


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Heat Ray

Classes and Levels: Mage(25)

School: Spec: Fire (Spell)

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

Element: Fire

Charge: +2 Fire

Taking a more subtle approach to fire magic, a Mage can bathe their target in a
concentrated ray of withering heat. The target experiences an ambient heat beyond even the
hottest summer days, almost as though they were in an oven. The heat debilitates the
target, allowing the Mage to gain control of the situation. This technique is difficult to
counter due to the absence of visual cues to forewarn the target.

Heat Ray (single victim): increase risk for a short length of time (+potency) and decreases
strength for a medium length of time (+potency)

Additionally (magic user), it decreases risk for a short length of time (+potency) and
increases strength for a medium length of time (+potency, +chance).(-reuse)

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


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Incendiary Burst

Classes and Levels: Mage(35)

School: Spec: Fire (Spell)

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

Element: Fire

Charge: -1 Fire

A Mage proficient with fire magic can use this knowledge to detonate some of the latent
energy in and around the target. The resulting burst causes a substantial pain and leaves
the target weakened from the loss of energy.

Incendiary Burst (single victim):
deals fire damage based on intelligence (becomes more powerful with character level)
(+potency),
deals fire damage based on intelligence for a short length of time (becomes more powerful
with character level) (+potency, +duration), and
deals fire damage over time, for a short length of time (becomes more powerful with
character level) (+potency).(-reuse)

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


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Inner Core

Classes and Levels: Mage(62)

School: Spec: Fire (Spell)

Syntax: cast innercore

Element: Fire

Charge: +2 Fire

Experienced pyromancers discover that the power of flame is more than just a tool: it is a state of mind. With concentration, a
Mage can pre-emptively put himself in that mental state. This technique allows the Mage to build an aura of fire energy around
himself that acts as a reserve to augment subsequent offensive spells.

Inner Core (magic user): increases spell critical damage by 25% 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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Pulsing Heat Flux

Classes and Levels: Mage(75)

School: Spec: Fire (Spell)

Syntax: cast pulsingheatflux

Element: Fire

Charge: +1 Fire

The Mage summons a large heat flux that increases the temperature in the area and explodes
in a firey fury of power. The flux pulses for a short time after, which causes the victims
to continually burn.

Pulsing Heat Flux (victims in the room): deals fire damage based on intelligence (becomes
more powerful with character level) (+potency) and deals fire damage over time, for a short
length of time (becomes more powerful with character level) (+potency, +duration).(-reuse)

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


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Raging Volcano

Classes and Levels: Mage(100)

School: Spec: Fire (Spell)

Syntax: cast ragingvolcano

Element: Fire

Charge: +1 Fire

A pyromancer can, with some effort, channel the power of the most natural, most violent
embodiment of heat energy: a volcano. Through this mental technique, the Mage becomes a
conduit for natural volcanic energy, which is channeled into subsequent offensive spells.
This technique tends to raise the ambient temperature around the Mage and has even been
reported to cause minor earthquakes.

Raging Volcano (magic user):
increases fire spell damage by 20% for a short length of time (+duration),
a 33% base chance to (if a fire based spell is used)
apply the following on your spell casts to (non-player engaged allies in the room): deals
fire damage based on intelligence (+potency) (+duration, +chance), and
a 33% base chance to (if a fire based spell is used)
apply the following on your spell casts to (non-player engaged allies in the room): deals
earth damage based on intelligence (becomes more powerful with character level) (+potency)
(+duration, +chance)

Additionally (magic user), it increases mitigation of fire damage by 25% for a short length
of time (+duration) and decreases mitigation of ice damage by 25% for a short length of
time (+duration).(-reuse)

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


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Rending Flames

Classes and Levels: Mage(50)

School: Spec: Fire (Spell)

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

Element: Fire

Charge: -2 Fire

“The beautiful flames – look at them – as they melt armor, flesh and bone. It’s beautiful and I’m awestruck.” – Rapis Lenworn,
Fire Bringer and Soul of Fire, as he burnt a demon during the Age of Eclipse.

Rending Flames (single victim):
deals fire damage based on intelligence (becomes more powerful with character level)
(+potency),
deals fire damage over time, for a short length of time (becomes more powerful with
character level) (+potency), and
deals fire damage based on intelligence for a short length of time (becomes more powerful
with character level) (+potency, -duration).(-reuse)

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


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Spec: Ice

Arctic Burst

Classes and Levels: Mage(25)

School: Spec: Ice (Spell)

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

Element: Ice

Charge: -1 Ice

The Mage intertwines the nearby coldness into a large burst of ice, which explodes near the
target causing damage. Due to the sheer force of this there is a small chance this will
deal extra damage. A Mage who practices this spell more will have higher levels of
training increase this chance.

Arctic Burst (single victim):
deals ice damage based on intelligence (becomes more powerful with character level)
(+potency),
a 33% base chance to deal ice damage based on intelligence (becomes more powerful with
character level) (+potency, +chance),
decreases attack rating for a short length of time (+potency, +duration), and
decreases defense rating for a short length of time (+potency, +duration).(-reuse)

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


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Capsule of Frost

Classes and Levels: Mage(50)

School: Spec: Ice (Spell)

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

Element: Ice

Charge: +2 Ice

A sweeping stream of ice surrounds the target which has a small chance to freeze them for a
few seconds.

Capsule of Frost (single victim):
deals stun effects (+potency, +duration),
a 12% base chance to deal stun effects (+potency, +duration, +chance), and
decreases mitigation of ice damage by 10% for a medium length of time (+potency, +duration).(-reuse)

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


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Cold Spray

Classes and Levels: Mage(75)

School: Spec: Ice (Spell)

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

Element: Ice

Charge: -1 Ice

The Mage fans his hands outwards and unleashes a thick spray of ice and frost towards his
target. The ice moves at great speeds and pummels the target. Since the ice is
supercharged, there is a small chance for it to immobilize the victim. This spell is quite
common to more skilled Mages for it’s generally easier to cast than other spells.

Cold Spray (single victim):
deals ice damage based on intelligence (becomes more powerful with character level)
(+potency),
decreases attack rating for a short length of time (+potency, +duration),
decreases defense rating for a short length of time (+potency, +duration), and
a 3% base chance to deal stun effects (+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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Cold Stricken Soul

Classes and Levels: Mage(86)

School: Spec: Ice (Spell)

Syntax: cast coldstrickensoul

Element: Ice

Charge: +3 Ice

Can Toggle Ability (turn on/off).

Your soul is stricken by a deep coldness and you become one with Eternal Cold – wrecking
havoc upon all you face!

Cold Stricken Soul (magic user):
increases damage mitigation (+potency),
increases health (+potency),
increases wound heal chance by 15% (+potency), and
increases spell essence cost by 25%.

Additionally(magic user), it (if is stunned by Ice stun)
applies the following on your successful attacks to (single ally):
deals ice damage based on intelligence (becomes more powerful with character level)
(+potency, +chance).

Additionally(magic user), it
applies the following when successfully attacked to (single ally):
has a 25% base chance to deal stun effects (+chance) and
applies the following when successfully attacked to (self ally):
has a 33% base chance to increase damage mitigation by 3% for a short length of time
(+chance).(-reuse)

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


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Crystallized White Out

Classes and Levels: Mage(50)

School: Spec: Ice (Spell)

Syntax: cast crystallizedwhiteout

Element: Ice

Charge: -2 Ice

The Mage summons a huge snow storm that comes into the area and smothers the land with a
thick snow storm. The snow is then transformed into millions of deadly ice crystals which
strike the Mage’s enemies. The white out has a chance to blind the targets in the room.

Crystallized White Out (victims in the room):
deals ice damage based on intelligence (becomes more powerful with character level)
(+potency),
decreases attack rating for a short length of time (+potency, +duration),
decreases defense rating for a short length of time (+potency, +duration), and
a 33% base chance to cause blindness 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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Glacial Touch

Classes and Levels: Mage(35)

School: Spec: Ice (Spell)

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

Element: Ice

Charge: -2 Ice

Glacial Touch imbues the Mage’s hand with the slight essence of an Ice Age – the Glacier.
Upon touching the target, they are struck with high ice damage with a small chance to stun.

Glacial Touch (single victim):
deals ice damage based on intelligence (becomes more powerful with character level)
(+potency),
decreases attack rating for a short length of time (+potency, +duration),
decreases defense rating for a short length of time (+potency, +duration), and
a 10% base chance to deal stun effects (+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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Gripping Ice

Classes and Levels: Mage(75)

School: Spec: Ice (Spell)

Syntax: cast grippingice

Element: Ice

Charge: +2 Ice

Can Toggle Ability (turn on/off).

This affliction adds a thin layer of ice to the Mage, causing any future freeze spells to last longer.

Gripping Ice (magic user): increases stun duration of ice stuns (+potency) and
applies the following on your successful attacks to (self ally):
has a 12% base chance to generate a charge (+chance).

Additionally(magic user), it (if a ice based spell is used)
applies the following on your successful attacks to (single ally):
has a 12% base chance to deal stun effects (+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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Hypothermia

Classes and Levels: Mage(100)

School: Spec: Ice (Spell)

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

Element: Ice

Charge: +2 Ice

The target is struck by hypothermia, causing them to become extremely fatigued and slower
to do any action.

Hypothermia (single victim):
deals stamina damage (+potency),
decreases damage mitigation by 7% for a short length of time (+potency, +duration), and
increases delay for a short length of time (+potency, +duration).

Additionally(single victim), it
applies the following when successfully attacked to (self victim):
has a 12% base chance to deal stun effects (+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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Reign of Ice

Classes and Levels: Mage(100)

School: Spec: Ice (Spell)

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

Element: Ice

Charge: -2 Ice

Reign of Ice is a master spell for Mages. The Mage displays a complete control of the
elements of ice and frost. With pure skill, the Mage summons forth the element of ice to
cover the immediate area and then commands it to reign over their target. With ease and
grace, the Mage commands each strike on their victim. Each know that the Reign of Ice
cannot be stopped once unleashed.

Reign of Ice (single victim):
deals ice damage based on intelligence (becomes more powerful with character level)
(+potency),
deals ice damage based on intelligence upon expiration, for a short length of time (becomes
more powerful with character level) (+potency, +chance),
deals ice damage based on intelligence upon expiration, for a short length of time (becomes
more powerful with character level) (+potency, +chance),
deals ice damage based on intelligence upon expiration, for a short length of time (becomes
more powerful with character level) (+potency, +chance),
decreases attack rating for a short length of time (+potency, +duration),
decreases defense rating for a short length of time (+potency, +duration), and
a 25% base chance to deal stun effects (+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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Shocking Cold

Classes and Levels: Mage(25)

School: Spec: Ice (Spell)

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

Element: Ice

Charge: +1 Ice

A shock of cold shoots through the target’s body, causing their limbs to stop moving and
making them more susceptible to being frozen!

Shocking Cold (single victim):
decreases damage done by 4% for a short length of time (+potency, +duration),
decreases mitigation of ice damage by 10% for a short length of time (+potency, +duration), and
decreases health regeneration by 25% for a short length of time (+potency, +duration).

Additionally(single victim), it (if a ice based spell is used)
applies the following when successfully attacked to (self victim):
has a 12% base chance to deal stun effects (+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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Spec: Light

Bridge of Light

Classes and Levels: Mage(70)

School: Spec: Light (Spell)

Syntax: cast bridgeoflight

Element: Light

Charge: -2 Light

The Mage channels and forms the nearby light into a magnificent bridge of light, leading
straight to the center of Tralisia!

Bridge of Light (grouped allies): teleportation.(-reuse)

TRAINING KEY:
reuse – length of ability cooldown


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Bright Refraction

Classes and Levels: Mage(30)

School: Spec: Light (Spell)

Syntax: cast brightrefraction

Element: Light

Charge: -1 Light

You can take the light in the area, the brightest light, and refract it through your
essence to make a dimming field around your person – effectively making you invisible!

Bright Refraction (magic user): provides invisibility for a medium length of time
(+duration).(-reuse)

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


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Faster Than Light

Classes and Levels: Mage(25)

School: Spec: Light (Spell)

Syntax: cast fasterthanlight

Element: Light

Charge: +3 Light

This power defensive spell encases the caster in a cascading field of lighting, enhancing
their movements and making them harder to hit!

Faster Than Light (magic user):
decreases delay for a short length of time (+duration),
increases defense rating for a short length of time (+potency, +duration), and
increases auto dodge by 5% 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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Finale Crescendo

Classes and Levels: Mage(60)

School: Spec: Light (Spell)

Syntax: cast finalecrescendo

Element: Light

Charge: -2 Light

A devastating display of light and what the element can do – a potent beam capable of
vaporizing anything it strikes!

Finale Crescendo (allies in the room): deals light damage based on intelligence (becomes
more powerful with character level) (+potency) and decreases defense rating for a short
length of time (+potency, +duration).

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


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Lightbeam

Classes and Levels: Mage(40)

School: Spec: Light (Spell)

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

Element: Light

Charge: +1 Light

A simple and straight forward light spell that does a low amount of light damage.

Lightbeam (single ally): deals light damage based on intelligence (becomes more powerful
with character level) (+potency) and decreases defense rating for a short length of time
(+potency, +duration).

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


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Trick of Light

Classes and Levels: Mage(50)

School: Spec: Light (Spell)

Syntax: cast trickoflight

You can form a shade of pure light to do your bidding. It’s strange nature – being made of
light reflections – make it in effective during combat but still doubles as an aid or
friendly companion on long journeys.

Trick of Light (magic user): summons a pure white light shade as a pet.(-reuse)

TRAINING KEY:
reuse – length of ability cooldown


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Spec: Lightning

Arcing Electrical Tendrils

Classes and Levels: Mage(87)

School: Spec: Lightning (Spell)

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

Element: Lightning

Charge: -1 Lightning

My mind is old and strained, yet even now that moment comes back to me with a lucid
brilliance that I know to be accurate. It’s as if time is parting and allowing me to step
back into that day. If only all my memories were so vivid:

“They glowed white-hot, and then ultraviolet. He seemed to be draining into them, lending
his life force to their anomalous sentience. They propelled themselves toward the
abomination, conducting themselves into a swarming cloud of malfeasance that surrounded the
abomination. They looked for weak spots and rent the flesh, biting with razor-sharp teeth
of electricity.”

Arcing Electrical Tendrils (single victim):
x2 deals lightning damage based on intelligence (becomes more powerful with character
level) (+potency),
a 50% base chance to decrease strength for a short length of time (+potency, +duration,
+chance), and
a 10% base chance to cause blindness 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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Blue Jet

Classes and Levels: Mage(100)

School: Spec: Lightning (Spell)

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

Element: Lightning

Charge: -3 Lightning

A young Mage was exploring the north of Lon’Gordia after having finished conducting some
academy business with the Dwarves of Camoon when he noticed an odd natural phenomenon:
lightning that occurred in the frozen northern wastes of Lon’Gordia known by the locals as
Blue Jets. The lighting was of unusual force and severity and the Mage wanted to recreate
it as a weapon against his foes. Carefully he memorized every detail of that place while
camping out in the harsh northern environments for many months. Eventually he was able to
make a magical connection with the upper atmosphere which produced the lightning: to bring
the destruction of the Blue Jet to his enemies.

Blue Jet (single victim): deals lightning damage based on intelligence (becomes more
powerful with character level) (+potency) and a 50% base chance to deal knock down effects
(+potency, +chance)

Additionally (magic user), it causes Electrifying Dance for the next 2 triggers or until
the effect dissipates (+potency, +triggers, +duration).(-reuse)

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


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Discharge

Classes and Levels: Mage(35)

School: Spec: Lightning (Spell)

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

Element: Lightning

Charge: -2 Lightning

As the ages passed and Mages began to specialize in particular elements it was realized
that the energy drawn when static charge was cast was primarily electrically based. A
skilled Mage is able to harness this energy, draw it from their donors into themselves, and
then concentrate it on an enemy. It is a dangerous procedure as the pent up energy must be
carefully managed and quickly discharged. Once that balance is understood, however, this
spell has very potent affects. The energy, being both electric and magic, attacks its
victim from externally and internally at the same time.

Discharge (single victim): unleashes any static charges to deal lightning damage
(+potency).(-reuse)

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


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Dissipation

Classes and Levels: Mage(25), Agent(25)

School: Spec: Lightning (Spell)

Syntax: cast dissipation

Element: Lightning

Charge: +2 Lightning

“Fire and Ice are things of patience. Long so embers smolder, deceiving with their heat.
The ice that is thickest is that which has been for eons. But lighting…lighting cares
nothing for patience. Lightening comes and goes as it pleases, staying in one place for but
a moment. Harness that impatience, Mage, and cast faster!” – Darkien, Lightning Mage, 2nd
Age.

Dissipation (magic user): decreases delay of lightning spells for the next 2 triggers or
until the effect dissipates (+triggers, +duration, +chance).(-reuse)

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


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Erratic Bolts

Classes and Levels: Mage(25)

School: Spec: Lightning (Spell)

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

Element: Lightning

Charge: -1 Lightning

The Mages turned their eyes heavenwards and asked the question, “How do we emulate nature?”
With study and observation, this spell was crafted to recreate the conditions in which
lightning naturally occurs, and target it at a particularly unlucky foe.

Erratic Bolts (single victim):
deals lightning damage based on intelligence (becomes more powerful with character level)
(+potency),
x3 a 50% base chance to deal lightning damage based on intelligence (becomes more powerful
with character level) (+potency, +chance),
causes Electrical Spasm for a short length of time (+duration), and
causes System Shock for a short length of time (+potency, +duration).(-reuse)

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


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Flickering Shield

Classes and Levels: Mage(75)

School: Spec: Lightning (Spell)

Syntax: cast flickeringshield

Element: Lightning

Charge: +3 Lightning

What Mages lack in traditional defenses they make up for in shields of magical power. Each
element has their version, and the flickering shield is a version that is very appropriate
to Mages that study lightning. Quickening feet, invigorating body, the shield serves.

Flickering Shield (magic user):
increases health for a long length of time (+potency, +duration),
increases damage mitigation for a long length of time (+potency, +duration), and
decreases risk when attacked by 2 for a long length of time (+potency, +duration).(-reuse)

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


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Polarization

Classes and Levels: Mage(100)

School: Spec: Lightning (Spell)

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

Element: Lightning

Charge: +1 Lightning

While some spells strive to create something or to take without giving, this spell seeks to
redistribute that which already exists. By creating a miniature charged anomaly the Mage
seeks to swap a moment of time with their enemy. A moment of sloth for a moment of haste.
While it may seem unfair to the victim, the Mage understands the balance is involved and
upheld.

Polarization (single victim): increases delay for a short length of time (+duration) and
decreases attack rating for a short length of time (+potency, +duration)

Additionally (magic user), it decreases delay of lightning spells 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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Pulsar

Classes and Levels: Mage(50)

School: Spec: Lightning (Spell)

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

Element: Lightning

Charge: -2 Lightning

It was towards the end of the battle. The defending Mage weakly mused: “I fear I am not who
I claim to be, and my master’s curiosity must be satiated now.” An explosion of electrical
pulsars erupted around the attacking Mage, siphoning off the attackers life. A powder of
ash was all that remained.

Pulsar (single victim): decreases health by 10% (+potency) and places pulsar immunity for a
medium length of time.(-reuse)

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


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Ribbon Lightning

Classes and Levels: Mage(75)

School: Spec: Lightning (Spell)

Syntax: cast ribbonlightning

Element: Lightning

Charge: -2 Lightning

As Mages continued to master the elements they learned to not just emulate a natural
occurrence but to CREATE one. With this spell the Mage perfected the conditions of
atmospheric lightning and was able to create a localized thundercloud shaped by essence.
With much concentration and will the Mage is then able to rain destruction down upon all
those foolish enough to engage the Mage.

Ribbon Lightning (victims in the room):
deals lightning damage based on intelligence (becomes more powerful with character level)
(+potency),
causes Electrical Spasm for a short length of time (+duration), and
causes System Shock 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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Ride the Lightning

Classes and Levels: Mage(47)

School: Spec: Lightning (Spell)

Syntax: cast ridethelightning <direction>

Syntax: cast ridethelightning <Tralisia|WLTower|Duskhaven>

Element: Lightning

Charge: +3 Lightning

It is said that the master of an element becomes the very visage of the element. This spell
is not that, but the Mage taking on some small aspect of lighting, speeding up their
movement for a time. Yet to many, it will appear as if the Mage has turned into lightning
and shot far away.

Ride the Lightning (magic user): allows the magic user to quickly move in a single
direction (+distance, -reuse).

TRAINING KEY:
reuse – length of ability cooldown


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Static Charge

Classes and Levels: Mage(35)

School: Spec: Lightning (Spell)

Syntax: cast staticcharge

Element: Lightning

Charge: +1 Lightning

This spell is thought to come from the very antiquity of magic. When practitioners were
still learning the ways of essence manipulation they often could not summon up enough power
on their own to complete their spells. They would use this technique to draw energy for
their circle or coterie to complete their spells. As Mages grew in power this practice
became a way to ?super charge? spells and they found ways to take power from unwilling
participants.

Static Charge (victims in the room): adds explosive static charges which can be discharged
in the future for a short length of time (+duration).(-reuse)

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


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Trade Craft

Haggle

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