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Ranger Abilities


Combat

Armor: Chain

Classes and Levels: All Classes(1)

School: Combat (Skill)

Syntax: automatic

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

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

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


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Armor: Leather

Classes and Levels: All Classes(1)

School: Combat (Skill)

Syntax: automatic

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

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

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

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


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Armor: Plate

Classes and Levels: All Classes(1)

School: Combat (Skill)

Syntax: automatic

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

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

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

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


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Defensive Maneuvers

Classes and Levels: All Classes(1)

School: Combat (Skill)

Syntax: automatic

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

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

TRAINING KEY:
potency – damage/effectiveness


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Melee Techniques

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

School: Combat (Skill)

Syntax: automatic

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

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

TRAINING KEY:
potency – damage/effectiveness


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Shield Techniques

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

School: Combat (Skill)

Syntax: automatic

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

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

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

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

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

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

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

TRAINING KEY:
potency – damage/effectiveness


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Focus: Marksman

Bullseye

Classes and Levels: Ranger(10)

School: Focus: Marksman (Skill)

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

A Ranger is a master of bows, capable of firing shots that always hit their mark. Each
Ranger trains for hundreds of hours to master this necessary weapon as it is vital to their
survival in the wilderness, in particular hunting and defending themselves.

Bullseye (single victim): deals piercing projectile damage based on weapon power (becomes
more powerful with character level) (+potency).(-reuse)

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


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Dead-eye

Classes and Levels: Ranger(90)

School: Focus: Marksman (Skill)

Syntax: use dead-eye

Can Toggle Ability (turn on/off).

“She was a dead-eye!” is a common saying amongst Marksman circles. The phrase means the
Marksman was so focused on firing their bow while ignoring everything around them. A risky
position to be in, but often-times, is what the situation calls.

Dead-eye (user):
decreases defense rating,
increases attack rating (+potency), and
increases range damage by 10% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Fatal Accuracy

Classes and Levels: Ranger(70)

School: Focus: Marksman (Skill)

Syntax: automatic

Intense training and years of experience with ranged weapons has improved a Rangers
accuracy to a fatal level. The Marksman is able to land critical strikes and deadlier
volleys more often than others.

Fatal Accuracy (automatic): increases range critical chance by 16% (+potency) and increases
volley damage done by 5% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Point Blank Shooting

Classes and Levels: Ranger(40)

School: Focus: Marksman (Skill)

Syntax: use pointblankshooting

Can Toggle Ability (turn on/off).

The Marksman is able to fire quickly at point blank at the cost of some accuracy. This is a
technique, which perfected, can greatly reduce the accuracy loss.

Point Blank Shooting (single ally): (if in melee range) decreases delay and (if in melee
range) decreases attack rating (-potency).(-reuse)

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


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Precision Aiming

Classes and Levels: Ranger(50)

School: Focus: Marksman (Skill)

Syntax: automatic

The marksman is unmatched in the ability to place shots in the needed places. This skill is
honed over years of practice and never ending dedication to archery.

Precision Aiming (automatic): increases range critical damage by 15% (+potency).

Additionaly(single ally), it
applies the following on your ranged critical attacks to (single):
has a chance to deal stun effects (+potency, +chance) (+duration).

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


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Tar Bucket

Classes and Levels: Ranger(20)

School: Focus: Marksman (Skill)

Syntax: use tarbucket

Can Toggle Ability (turn on/off).

The marksman is able to use the power of tar and fire to create a sticky deadly substance
which will burn their enemies at a cost of a little longer delay.

You can buy a bucket of tar from the Adventurer’s Nook.

Tar Bucket (single ally): increases delay.

Additionaly(single ally), it
applies the following on your attacks to (single ally):
has a chance to deal fire damage over time, for a short length of time (becomes more
powerful with character level) (+potency, +chance) (+duration).

Additionaly(self ally), it
applies the following on your attacks to (non-player engaged allies in the room):
has a chance to deal fire damage based on weapon power (becomes more powerful with
character level) (+potency, +chance) (+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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Trishot

Classes and Levels: Ranger(100)

School: Focus: Marksman (Skill)

Syntax: use trishot

Only a master Marksman can even think about performing a feat such as this – firing three
arrows at the same time during the heat of battle. Dexterity and grace of hand and strength
of arm is needed to pull off this feat, and training is required to perfect its use under
the chaos of battle.

Trishot (3 random victims in the room): deals piercing projectile damage based on weapon
power (+potency).(-reuse)

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


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Focus: Pathfinder

Badger Wrath

Classes and Levels: Ranger(100)

School: Focus: Pathfinder (Skill)

Syntax: use badgerwrath

The Pathfinder can instill themselves in a rage of a ferocious mountain badger and then
unleash this wrath on others!

Badger Wrath (victims in the room): x2 deals slash damage based on weapon power (+potency)

Additionaly (user), it increases damage done by 25% for the next 1 trigger or until the
effect dissipates (+potency, +triggers) and increases melee damage mitigation by 25% for a
short length of time (+potency, +triggers).(-reuse)

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


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Dreadhawk

Classes and Levels: Ranger(90)

School: Focus: Pathfinder (Skill)

Syntax: use dreadhawk

At the pinnacle of their craft, Rangers can befriend the terrible dreadhawk, a native in
Ama’rane. This oversized hawk nests on the southern mountains where they have a vantage
point across Ala’mane. When situation calls for it, the Ranger can summon his dreadhawk
ally, who swoops down to help in a battle. The dreadhawk grabs onto the Ranger and hoists
him or her into the air, which then allows the Ranger to rain down a barrage of arrows onto
their foes. Tales of airborne rangers laying destruction is a common tale at the local pub.

Dreadhawk (user):
provides flight (see help: fly) for a short length of time (+potency, +duration),
root(can’t move) for a short length of time (+duration),
increases range damage by 25% for a short length of time (+potency, +duration),
grants a second range attack for a short length of time (+duration), and
increases attack rating for a short length of time (+potency, +duration).(-reuse)

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


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Hunters Mark

Classes and Levels: Ranger(70)

School: Focus: Pathfinder (Skill)

Syntax: use huntersmark

The Pathfinder is known to mark their prey with various substances, either while in close
proximity, or using some sort of trap. These are scents that allow the Pathfinder to bring
down the targets easier – by the use of smell and by the sheer distraction the scents apply
to the wearer. Badger piss is the most common and virulent strain – causing the wearer to
be most distracted. It is known that Badgers are drawn to piss traps.

Hunters Mark (victims in the room): decreases damage mitigation by 10% 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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Huntsman

Classes and Levels: Ranger(20)

School: Focus: Pathfinder (Skill)

Syntax: automatic

Living in the wilderness has caused the Pathfinder to adopt survival skills and hone
certain savage combat techniques, such as dual wield, enhanced parrying and hiding. When
one is alone in the wild, they can only rely on themselves…

Huntsman (automatic):
has a chance to (if in the wilderness) hides movement between and while moving in rooms
(+chance),
(if in the wilderness) increases hide success (+chance),
a chance to strike with an off hand weapon(this grants dual wield) (+chance), and
a chance to increase auto parry (+chance).

TRAINING KEY:
chance – chance of failure/success


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Pathfind

Classes and Levels: Ranger(40)

School: Focus: Pathfinder (Skill)

Syntax: use pathfind location west|south|east|north|town – teleports your group to the indicated location

Syntax: use pathfind exit – finds and teleports your group to a random exit(portal) in the current area

A master of the wilderness, applying years of knowledge and experience stalking the
dangerous wilds, allows the Pathfinder to harness and use it to their advantage.
Unfortunately, especially in Ama’rane, most Pathfinders meet an untimely end before
reaching this level of training. It is not uncommon to come upon the grave-sites or buried
corpses of the most unfortunate.

Pathfind (user): allows the user to travel or find targets and exits in the wilderness
(>-reuse, -reuse).

TRAINING KEY:
reuse – length of ability cooldown


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Ragweed Tinctures

Classes and Levels: Ranger(50)

School: Focus: Pathfinder (Skill)

Syntax: automatic

Barrin isn’t the only one that can use the power of the ragweed… It has natural healing
properties which aid in clotting and wound restoration. A Pathfinder learns this often by
necessity, rather than luxury.

Ragweed Tinctures (automatic): has a chance to increase heal(s) all wounds (+chance).

Additionaly(single ally), it has a chance to
apply the following on binding a wound to (single):
increases wound avoidance by 7% for a medium length of time (+potency, +duration)
(+chance).

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


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Ranging

Classes and Levels: Ranger(10)

School: Focus: Pathfinder (Skill)

Syntax: use ranging begin – begins to range in this area, setting up various supplies.

Syntax: use ranging travel – travels to an ambush camp in the area, if it exists.

The Pathfinder can set up an area in the wilderness to range in. The ranger sets up various
caches of supplies, tools and ambush traps to harness during

Ranging (single ally): ranges in the area, setting up various supplies and allows action
for new abilities (number of rooms supplied, more terrains to range in, stronger ambush,
chance for extra supplies). You can use ambush only with a snare trap in the room. The
snare trap roots hostile enemies when they enter the room.

TRAINING KEY:
chance – chance of failure/success


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General

Appraise

Classes and Levels: All Classes(1)

School: General (Skill)

Syntax: use appraise <item name>| <slot> – executes the ability on the given item.

Appraise allows you to try and deduce what an item is worth. The difficulty depends on the
rarity of the item and any special enchantments it has (such as being a magical or holy
item). Rogues and Dwarves get bonuses to this skill.

Appraise (single ally): appraises the value of an item (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Bind Wounds

Classes and Levels: All Classes(1)

School: General (Skill)

Syntax: use bindwounds <target> – binds a targets wounds

Bind wounds provides a way to stop or lessen the bleeding of wounds incurred in combat.
This ability can be used to regain health even if there are no wounds.

Bind Wounds (single ally): restores a small amount of health and has a chance to heal
wounds sustained in combat (+chance, +number of wounds healed, +potency, -delay).

Bind Wounds heals wounds as follows: up to 1 wound if in combat, up to 2 wounds if out of
combat and standing, and up to 3 wounds if out of combat and sitting/laying down.

Success rate increases while sitting(small bonus) or laying down(higher bonus) and out of
combat.

Sleeping is the quickest way to restore health.

Wounds with projectiles in them can’t be healed. REMOVE them before binding.

TRAINING KEY: potency – damage/effectiveness, chance – chance of failure/success, delay –
length of ability delay on use


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Hide

Classes and Levels: All Classes(1)

School: General (Skill)

Syntax: use hide [carefully] – if carefully is used, you get a bonus to success chance but a much longer delay.

“Darkness, they hide in the darkness – be on your watch!” – unfortante folk walking through
a darkened alley at night.

This skill allows the user to enter the shadows and become unseen. Many factors decide if
the attempt is successful: time of day, number of people in the room, hide level, class,
and attributes. Players and NPCS may search the room to reveal you from the shadows.

In addition, some players or NPCs may be able to see hidden, either by natural means or
magical.

Hide (single ally): allows you to enter the shadows in the room (+chance, -delay). The more
people present the harder and longer the delay.

TRAINING KEY: chance – chance of failure/success, delay – length of ability delay on use

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Sanctified Rest

Classes and Levels: All Classes(1)

School: General (Skill)

Syntax: automatic

Sanctified Rest grants a character the ability to augment their healing rates while
sleeping or resting. Available to the general populace, the skill modifies how a person
rests or sleeps, be it by clearing their mind, teaching them how to bring comfort to their
body by the position they choose to rest in, or merely how to focus their energies into
healing themselves. The skill only works while sleeping or rest and will not heal a person
if they’re affected by damage over time affects, like fire or condemned.

Sanctified Rest (automatic): has a chance to increase regeneration of health, stamina and
essence while resting or sleeping (+potency, +chance).

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


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Stalking

Classes and Levels: All Classes(1)

School: General (Skill)

Syntax: automatic

Stalking allows you to move from room to room undetected. You must be hidden to use this
skill. It works automatically and there must be someone in the room you’re leaving to gain
skill points for this. If successful, you will gain uses according to the amount of people
in the room. You won’t get a use if someone notices your stalking. You won’t always receive
notification if someone saw you – it’s part of the nature of not knowing if you’re really
being sneaky.

Stalking (automatic): provides the capability to stealthly move between rooms (must be
hidden first) (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Ranged Weapon Skill

Archery

Classes and Levels: All Classes(1)

School: Ranged Weapon Skill (Skill)

Syntax: automatic

Archery (the skill) is the proficiency in which your character is able to use a bow in
combat. What is a bow? A weapon consisting typically of a piece of long slender wood with a
form of string tied at both ends. An arrow can be placed on this string, pulled back and
released for produce a deadly range attack. There are many variations of bows such as:
Short-bows, longbows, recurve bows and various types of crossbows.

There are several types of projectile heads: broadhead, bodkin and blunt.
Bows receive a 50% damage increase if used beyond 2 units (10 feet) of a target. Advance
or retreat before battle to do maximum damage.

Archery (automatic): increases attack rating while using bows (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Crossbow

Classes and Levels: All Classes(1)

School: Ranged Weapon Skill (Skill)

Syntax: automatic

Crossbow (the skill) is the proficiency in which your character is able to use a Crossbow
in combat. What is a Crossbow? A weapon consisting typically of a wooden weapon reinforced
with metal that can crank a projectile (called a bolt, similiar to an arrow) by a
mechincal force, rather than brute strength like a bow. The bolt can then be fired at the
press of a trigger. There are many variations of swords such as: crossbows, and slybows
(the top is covered with a metal tube, resembling a firearm).

Crossbows are not an ideal weapon to be used constantly. Their reload time is extensive.

Crossbow (automatic): increases attack rating while using crossbows (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Ranger

Camp

Classes and Levels: Ranger(15)

School: Ranger (Skill)

Syntax: use campcamp

Rangers have learned how to set up a camp in the wilderness in order to recover after tough
battles or long treks. The camp is always disguised in such a way, where aggressive monsters
will not openly attack the inhabitants. This is a particularly useful skill in the
dangerous Ama’rane and Ravinder environments.

Camp (grouped allies): sets up a camp which greatly restores health, stamina, essence,
favors and web points. (+duration, +new terrains to camp in, +more camps per area, -reuse).
While camped, the player will be immune to aggressive monsters. There can only be 1 camp in
an entire area.

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


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Featherfeet

Classes and Levels: Ranger(8)

School: Ranger (Skill)

Syntax: automatic

Overtime, the natural weight of a Marksman’s feet becomes light as feathers – incapable of
being restricted by the terrain they are fighting in.

Featherfeet (automatic):
changes movement rate (+potency),
increases defense rating (+chance), and
increases auto dodge by 5% (+potency).

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


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Fletching

Classes and Levels: Ranger(5)

School: Ranger (Skill)

Syntax: use fletching bodkin|target|blunt|broadhead- crafts arrows if the provided materials exist

Syntax: use fletching fletchable <item> – marks a metal item suitable for fletching.

Rangers learn early on it is best to craft their own arrows – and most times, it comes at a
necessity while in the wild far from civilized life. By gathering hawk feathers on southern
mountainside tree ledge, pieces of wood and some metal, a Ranger can forge their own
projectiles.

Fletching (user): creates arrows (+chance, +arrows made, -reuse).
The following materials are needed:
-a small slab of maple wood in inventory
-a dark brown hawk feather in inventory
-HOLDING a piece of wood or metal ore or a wood or metal item marked FLETCHABLE

Metal ore can be found from various monsters and locations. Common ores are: copper, iron, steel, orinsteel, platinum and titanium.
The type of metal item DOES NOT impact how many arrows are made. Only the material does (iron makes more than copper).
To learn more about the arrow head, see help projectiles

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

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Hawk Strike

Classes and Levels: Ranger(35)

School: Ranger (Skill)

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

You call upon a powerful hawk to strike down upon your enemies. It tears out their eyes and
eats them while screeching with a feral rage the world has never seen before! And after it
attacks, a few feathers are seen floating about the ravaged remains.

Hawk Strike (single victim):
deals slash damage (becomes more powerful with character level) (+potency),
deals slash damage over time, for a short length of time (becomes more powerful with
character level) (+potency),
decreases attack rating for a medium length of time (+potency, +duration), and
summons 1 of ‘a dark brown hawk feather’.(-reuse)

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


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Immobilization Shot

Classes and Levels: Ranger(6)

School: Ranger (Skill)

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

By tying two small bolas onto a strong yet slender oak arrow, this can be used as a means
to immobilize a target from escaping the area and making them much less mobile in battle.
The bolas will wrap around the target when the arrow strikes, making for a prefectly
delivery method.

Immobilization Shot (single victim):
deals piercing projectile damage (becomes more powerful with character level) (+potency),
decreases defense rating for a short length of time (+duration), and
root(can’t move) 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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Penetrating Shot

Classes and Levels: Ranger(1)

School: Ranger (Skill)

Syntax: use penetratingshot

Can Toggle Ability (turn on/off).

Many long years of practice with bows and other ranged weapons have made it possible for
the Ranger to be able to strike multiple targets with a single penetrating shot. The ranger
aims at a known spot in order to inflict maximum internal damage but still allow the
projectile to strike another enemy from behind the first.

Penetrating Shot (user): has a chance to pierce through a target and strikes a second with
the same name or any hostile npc (npcs only) (+potency, +chance).

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


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Refuge

Classes and Levels: Ranger(45)

School: Ranger (Skill)

Syntax: use refuge

During times of grave danger, the Ranger can make an escape before falling to the mortal
blow by using the surrounding terrain and wilderness.

Note: This ability requires a camp to be in the area in order for it to trigger.

Refuge (grouped allies): has a chance to (if a camp exists in the current area)
teleportation within current area to 1 of ‘a camp’ (if exists somewhere in the area)
(+chance).(-reuse)

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


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Sliding Blade

Classes and Levels: Ranger(4)

School: Ranger (Skill)

Syntax: automatic(triggered, see below)

With cunning and swift moves, a Ranger can shuffle and weave their way through a melee to
strike with a melee weapon. After, they can retreat backwards and create enough space to
use their ranged weapons. This technique is called ‘the sliding blade’.

Sliding Blade (single victim):
deals slash damage based on weapon power and strength (becomes more powerful with character
level) (+potency),
deals stun effects, and
automatically retreats in the room (+potency).(-reuse)
(Executes automatically: has a 50% chance to execute when attacked)

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


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Risk Posture

Posture: Dominance

Classes and Levels: All Classes(30)

School: Risk Posture (Skill)

Syntax: use posture:dominance

Can Toggle Ability (turn on/off).

Posture: Dominance allows the combatant to build moral and exploit weaknesses while
fighting NPCs who also follow the Dominance posture stance. Dominance focuses on completely
dominating another target through sheer physical will.

Morale will increase combat effectiveness by applying the following cumulative buffs:
1. Eager: +15% damage
2. Steady: +2 wound level per wound
3. Determined: +50% knockdown chance per hit

Weaknesses will debuff the target in the following way:
+15 risk per action

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

TRAINING KEY:
reuse – length of ability cooldown


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Posture: Form

Classes and Levels: All Classes(30)

School: Risk Posture (Skill)

Syntax: use posture:form

Can Toggle Ability (turn on/off).

Posture: Form allows the combatant to build moral and exploit weaknesses while fighting
NPCs who also follow the Form posture stance. Form focuses on using the body’s natural
methods to be effective in combat.

Morale will increase combat effectiveness by applying the following cumulative buffs:
1. Eager: +20% damage mitigation
2. Steady: -15% ability cost
3. Determined: -5 risk on every attack

Weaknesses will debuff the target in the following way:
-25% critical chance mitigation

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

TRAINING KEY:
reuse – length of ability cooldown


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Posture: Mind

Classes and Levels: All Classes(30)

School: Risk Posture (Skill)

Syntax: use posture:mind

Can Toggle Ability (turn on/off).

Posture: Mind allows the combatant to build moral and exploit weaknesses while fighting
NPCs who also follow the Mind posture stance. Mind focuses on being aware and mindful of
the combat situation, allowing you to be more effective!

Morale will increase combat effectiveness by applying the following cumulative buffs:
1. Eager: +25% ability duration
2. Steady: -20% ability reuse
3. Determined: +15% ability potency

Weaknesses will debuff the target in the following way:
-25% special attack damage

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

TRAINING KEY:
reuse – length of ability cooldown


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Posture: Movement

Classes and Levels: All Classes(30)

School: Risk Posture (Skill)

Syntax: use posture:movement

Can Toggle Ability (turn on/off).

Posture: Movement allows the combatant to build moral and exploit weaknesses while fighting
NPCs who also follow the Movement posture stance. Movement focuses on using speed and
quickness to get the upper hand in battle!

Morale will increase combat effectiveness by applying the following cumulative buffs:
1. Eager: +5 defense
2. Steady: +7 attack
3. Determined: -1 second delay to all actions

Weaknesses will debuff the target in the following way:
+1 second delay to all actions

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

TRAINING KEY:
reuse – length of ability cooldown


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Spec: Bushwacker

Bushwack

Classes and Levels: Ranger(52)

School: Spec: Bushwacker (Skill)

Syntax: use bushwack <target> – attacks target in this room and randomly retreats

Syntax: use bushwack <direction> <target> – attacks target in the next room

Bushwack is a mastery of the bushes… It is imperative for any bushwacker to scream “It’s
bushwacking time!” while bushwacking!

Bushwack (single victim): allows the user either to race into the next room to attack the
target, or attack a target in the current room and then randomly retreats (+potency,
-reuse). Each attack creates a bush which randomly leads to another location in the current
area. Use this to get around the area faster.

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

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Never Ending Bushwack

Classes and Levels: Ranger(72)

School: Spec: Bushwacker (Skill)

Syntax: use neverendingbushwack

The ultimate skill of a bushwacker – using the bushes laid out in the area from earlier
bushwacks, you are able to quickly and efficiently traverse them and attack any hostile
creatures which reside at their locations! Furthermore, the Bushwacker can empower
theirself before hand, and even enter a hiding state afterwards. Truly, the Buskwacker is
unmatched in the wild!

Never Ending Bushwack (user):
decreases delay for a short length of time (+duration),
increases critical attacks by 15% for a short length of time (+duration), and
provides concealment in the shadows for a short length of time (+duration).

Additionaly(non-grouped victims not the user in the entire area), it (if a bush with many
shrubs exists in the current room and target attacks players ) deals blunt damage based on
strength (+potency).(-reuse)

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


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Predation

Classes and Levels: Ranger(25)

School: Spec: Bushwacker (Skill)

Syntax: use predation

Every Ranger spends time with the chaptor tribes in the southern mountains. They learn
their way of life and how to surive in the harsh Ama’rane wilderness. One key trait they
pick up is the howl of chaptors. This howl is heard for several miles and is a warning to
all other aggressive beasts – that the chaptors are nearby and to get out of their way!

Predation (grouped allies):
(if in the wilderness) aggressive npcs ignore you for a medium length of time (+duration),
(if in the wilderness) increases attack rating for a medium length of time (+potency,
+duration), and
(if in the wilderness) increases critical attacks by 3% for a medium length of time
(+potency, +duration).(-reuse)

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


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Spec: Sharpshooter

Counter Draw

Classes and Levels: Ranger(66)

School: Spec: Sharpshooter (Skill)

Syntax: automatic(triggered, see below)

By utilizing a mastery over the bow and body, the Ranger is able to fire reflexively when
attacked. This causes enemies to think twice in attacking the Ranger, even from the flank
or rear.

Counter Draw (single victim): deals piercing projectile damage based on strength
(+potency).(-reuse)
(Executes automatically: has a 50% chance to execute when attacked)

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


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Hinder Shot

Classes and Levels: Ranger(85)

School: Spec: Sharpshooter (Skill)

Syntax: automatic(triggered, see below)

The hinder shot is a special technique used where the Ranger attaches a normal arrow with a
triple pointed head. This head has the added benefit of being wide and able to deal damage
over a wider area, thus causing the victim to be less effective in combat for a short time.
These are awkward to make and use, so the Ranger has limited use of these types of arrows
at his disposal.

Hinder Shot (single victim):
deals piercing projectile damage (+potency),
decreases attack rating for a short length of time (+potency, +duration), and
decreases damage done by 2% for a short length of time (+potency, +duration).(-reuse)
(Executes automatically: has a 50% chance to execute on every ranged attack)

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


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Moving Fire

Classes and Levels: Ranger(25)

School: Spec: Sharpshooter (Skill)

Syntax: use movingfire

Can Toggle Ability (turn on/off).

The Sharpshooter can eventually learn to automatically fire while moving in a local area.
This takes a great degree of concentration, and due to this, the Ranger is slightly more
vulnerable.

Moving Fire (single ally): decreases defense rating (-potency).

Additionaly(self ally), it
applies the following when moving in a room to (random non-grouped engaged victims):
has a chance to deal piercing projectile damage based on weapon power (+potency, +chance).(-reuse)

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


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Trade Craft

Haggle

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

School: Trade Craft (Skill)

Syntax: automatic

Haggle is a passive skill that is checked every time a player sells an object from a
shopkeeper. A successful haggle increases the amount of money gained while selling to a
shokeeper.The greater the level in haggle, the better the chance to succeed and the more
money gained from each successful haggle.

Haggle (automatic): has a chance to increase the value of sold items (+chance).

TRAINING KEY:
chance – chance of failure/success


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Weapon Skill

Axe

Classes and Levels: All Classes(1)

School: Weapon Skill (Skill)

Syntax: automatic

Axe (the skill) is the proficiency in which your character is able to use an axe in combat.
What is an axe? A weapon an edge or blade, for felling enemies. It is wielded by a wooden
helve or handle, so fixed in a socket or eye as to be in the same plane with the blade.
There are a few variations of axes such as: Broadaxes, Handaxes, Adzes to name most of
them.

Axe (automatic): increases attack rating while using axes (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Dagger

Classes and Levels: All Classes(1)

School: Weapon Skill (Skill)

Syntax: automatic

A Dagger is a type of weapon available in “A Tempest Season”. What is so special about it
that it deserves its own help file then? The fact that using a dagger or a weapon flagged
dagger will -1 to your attack delay.

Dagger (automatic): increases attack rating while using daggers (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Mace

Classes and Levels: All Classes(1)

School: Weapon Skill (Skill)

Syntax: automatic

Mace (the skill) is the proficiency in which your character is able to use a mace in
combat. What is a mace? A heavy war club with a skinny haft and a thick spiked or flanged
metal head, used to crush armor. There are a few variations of maces such as: Morningstars,
Flails, and the regular mace to name a few.

Mace (automatic): increases attack rating while using maces (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Pole-arm

Classes and Levels: All Classes(1)

School: Weapon Skill (Skill)

Syntax: automatic

Polearm (the skill) is a proficiency that allows any character that possesses it to wield
polearms effectively in combat. Polearms are used for the superior reach they give a
wielder over an enemy, their ability to parry attacks from a greater distance and deal a
considerable amount of damage. The defining feature of a polearm is the pole, or shaft,
which is forged from various materials but primarily iron or wood. While at times the pole
can just remain as just a pole, and still prove deadly, most polearms carry a blade at one
end and at times even at both ends. The weapon comes in one or two handed forms. Usually
one handed polearms come as spears, jabbing weapons that rely on a thrusting attack and two
handed polearms come in the variety of halberds, scythes, glaives and naginatas. Polearms
without a bladed end are known as staves and they rely on crushing attacks to deal damage.

Pole-arm (automatic): increases attack rating while using polearms (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Staff

Classes and Levels: All Classes(1)

School: Weapon Skill (Skill)

Syntax: automatic

Staff (the skill) is the proficiency in which your character is able to use a staff and
similar weapons in combat. A staff usually consists of a long wooden or metal rod, capable
of dealing blunt damage. There are many variations of staffs such as: Staffs, pikestaffs,
long rods, and bo-staffs to name a few.

Staffs and staves are the favorite weapons of Wizards.

Additionally, all staffs have a parry bonus.

Staff (automatic): increases attack rating while using staves (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Sword

Classes and Levels: All Classes(1)

School: Weapon Skill (Skill)

Syntax: automatic

Sword (the skill) is the proficiency in which your character is able to use a sword in
combat. What is a sword? A weapon consisting typically of a long, straight or slightly
curved, pointed blade having one or two cutting edges and set into a hilt. There are many
variations of swords such as: Scimitars, Longswords, Broadswords, Bastard Swords,
Claymores, Katanas, Falchions, Shortswords to name a few.

Sword (automatic): increases attack rating while using swords (+potency).

TRAINING KEY:
potency – damage/effectiveness


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