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Templar Abilities



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

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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Multiple Opponents

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

School: Combat (Skill)

Syntax: automatic

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

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

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


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Shield Techniques

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

School: Combat (Skill)

Syntax: automatic

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

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

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

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

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

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

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

TRAINING KEY:
potency – damage/effectiveness


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Evil

Agony

Classes and Levels: Templar(42)

School: Evil (Virtue)

Syntax: unleash agony <target> – executes the ability on the target(Single)

Virtue Type: Evil

Virtue Requirement: -100 or lower

“Cause them shocking agony by ripping out their eyes, their tongue and consume their
soul…”

Agony (single victim): deals holy damage based on strength (becomes more powerful with
character level) (+potency) and a 10% base chance to deal holy damage based on strength
(becomes more powerful with character level) (+potency, +chance)

Additionally (templar), it restores a percentage of health.(-reuse)

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


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Doom Blade

Classes and Levels: Templar(1)

School: Evil (Virtue)

To begin the chain:

Syntax: unleash doomblade <target> – executes the ability on the target(Single)

To continue the chain:

Syntax: sicknessblade|tormentblade|slayerblade|miseryblade|soulblade

Virtue Type: Evil

Virtue Requirement: -1

The Dark Knight wields unspoken dark powers – ones that are forbidden, frightening and
painful. With a boiling hatred, can the Dark Knight pull these evils out and form them into
a potent weapon: the Doom Blade. An attack so evil and devastating, it has been known to
obliterate their opponents. When the dark auras and screams of the killed echo around the
Dark Knight certain doom is forthcoming.

Doom Blade (single victim): Starts a chain where abilities must be executed in succession:

Doom Blade(lv1): Chain: Starts Chain.
(single victim): deals holy damage based on non-crossbow weapon power and strength (becomes
more powerful with character level) (+potency) and a 1% base chance to deal holy damage
based on non-crossbow weapon power and strength (becomes more powerful with character
level) (+potency).(-reuse)

Sickness Blade(lv5): Chain: 1.
(single victim): deals holy damage based on non-crossbow weapon power and strength (becomes
more powerful with character level) (+potency) and increases delay for a short length of
time (+duration).

Torment Blade(lv5): Chain: 1.
(single victim): deals holy damage based on non-crossbow weapon power and strength (becomes
more powerful with character level) (+potency) and deals holy damage based on non-crossbow
weapon power and strength over time, for a medium length of time (becomes more powerful
with character level) (+potency, +duration).

Slayer Blade(lv10): Chain: 2.
(single victim): deals holy damage based on non-crossbow weapon power and strength (becomes
more powerful with character level) (+potency)

Additionally (templar), it increases damage done to evil foes by 15% for a short length of
time (+potency, +duration).

Misery Blade(lv15): Chain: Ends Chain.
(victims in the room): deals holy damage based on non-crossbow weapon power and strength
(becomes more powerful with character level) (+potency) and a 25% base chance to deal knock
down effects (+chance).

Soul Blade(lv15): Chain: Ends Chain.
(single victim): deals holy damage based on non-crossbow weapon power and strength (becomes
more powerful with character level) (+potency)

Additionally (templar), it increases strength for a short length of time (+potency,
+duration).

Detailed Training Benefits:
Training this ability impacts the power of all abilities in the chain.


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Terrorize

Classes and Levels: Templar(16)

School: Evil (Virtue)

Syntax: unleash terrorize <target> – executes the ability on the target(Single)

Virtue Type: Evil

Virtue Requirement: -33 or lower

Dark Knights walk in the realm of where terrible spirits live – ones that frequent
nightmares and committed unspeakable acts when alive. With enough mastery, these spirits
can be brought out and afflicted on the Dark Knight’s own victims. These spirits terrorize
the unfortunate, causing severe pain from prolonged exposure. The Dark Knight delights in
the experience.

Terrorize (single victim): deals holy damage based on non-crossbow weapon power and
strength upon expiration, for a short length of time (becomes more powerful with character
level) (+potency)

Additionally (templar), it restores a percentage of health upon expiration, for a short
length of time (+potency).(-reuse)

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


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Tormented Cloak

Classes and Levels: Templar(32)

School: Evil (Virtue)

Syntax: unleash tormentedcloak

Virtue Type: Evil

Virtue Requirement: -85 or lower

The Templars who fall deep into the dark ways often become tormented souls themselves. They
become wrapped in a terrible visage of tormented souls. These souls feed their unquenchable
thirst for pain and suffering.

Tormented Cloak (templar): deals holy damage when struck by the attacker for a short length
of time (becomes more powerful with character level) (+potency, +duration) and hides
physical form (+duration).(-reuse)

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


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Fighter

Vorns Judgment

Classes and Levels: Templar(1)

School: Fighter (Skill)

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

A powerful blade technique, created by Master Templar Vorn Alemiser and is capabile of
easily vanquishing the undead that plague this world!

Vorns Judgment (single victim): deals holy damage based on non-crossbow weapon power and
strength (becomes more powerful with character level) and (if target is undead or evil)
deals holy damage based on non-crossbow weapon power and strength (becomes more powerful
with character level) (+potency)

Additionally (user), it increases critical attacks by 25% for a short length of time.

TRAINING KEY:
potency – damage/effectiveness


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Focus: Avenger

Ardent Faith

Classes and Levels: Templar(90)

School: Focus: Avenger (Skill)

Syntax: automatic

True Avengers hold their virtue and faith to the highest of the highs. Due to this, they
often receive heightened latent powers from their Entity.

Ardent Faith (automatic): increases virtue damage done by 10% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Decree

Classes and Levels: Templar(40)

School: Focus: Avenger (Skill)

Syntax: use decree

“My Lord, my Strength! I call upon you to enact your Holy Decree on all who refuse your
call to Servitude! Show them! Punish them!” – Avenger Kasimer, Templar of Perseverance

Decree (victims in the room): deals holy damage based on wisdom (becomes more powerful with
character level) (+potency).(-reuse)

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


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Judgment

Classes and Levels: Templar(10)

School: Focus: Avenger (Skill)

Syntax: use judgment

The Avenger is given the Divine Right to pass judgement down to all who deserve it and that
is what he does. Rays of powerful energies emit from the soul of the Templar and cleanse
all of his enemies!

Judgment (victims in the room): deals holy damage based on wisdom (becomes more powerful
with character level) (+potency).(-reuse)

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


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Relentless Engagement

Classes and Levels: Templar(20)

School: Focus: Avenger (Skill)

Syntax: automatic

With an undying need to pursue the destruction of all undead, the Avenger goes on a
relentless engagement against these vile foes – smiting each one down with extreme
prejudice!

Relentless Engagement (automatic):
increases attack rating against undead or evil beings (+potency),
increases all critical damage by 25% (+potency),
increases attack rating (+potency), and
increases critical attacks by 33% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Smite Evil

Classes and Levels: Templar(50)

School: Focus: Avenger (Skill)

Syntax: automatic(triggered, see below)

“With these holy hands I smite all evil that walks Eihydia…” – unknown Avenger, praying
prior to entering a necromantic tomb.

Smite Evil (single victim): deals holy damage (becomes more powerful with character level)
(+potency).(-reuse)
(Executes automatically: has a 33% chance to execute when damaging an undead creature)

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


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Unholy Slayer

Classes and Levels: Templar(70)

School: Focus: Avenger (Skill)

Syntax: automatic

“With this sacred sword, I bestow upon you the means to destroy the vileness that plagues
this world!” – Final ceremonial words before a newly recognized Avenger takes on his life
long quest against undead.

Unholy Slayer (automatic): increases damage done to undead or evil beings (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Vehemence

Classes and Levels: Templar(100)

School: Focus: Avenger (Skill)

Syntax: use vehemence

Avengers are often look towards for intensity and often do not disappoint. Their vehemence
is renowned and will often times intensely push it on any would be followers.

Vehemence (grouped allies but not the user):
increases health for a long length of time (+potency, +duration),
increases all damage done for a long length of time (+potency, +duration), and
increases attack rating 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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Focus: Sacrosanct

Aegis

Classes and Levels: Templar(10)

School: Focus: Sacrosanct (Skill)

Syntax: use aegis

Can Toggle Ability (turn on/off).

Sacrosancts are charged with defending the helpless and the weak. It is their sole purpose
and way of life. The Divine Leaders have bestowed upon them the ability to provide
protection to themselves in the form of a powerful holy shield. This grants the Templar the
strength and will to defend the ones they are charged with protecting.

Aegis (user): increases damage mitigation by 25% (+potency) and decreases damage done by
20%.(-reuse)

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


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Castigate

Classes and Levels: Templar(20)

School: Focus: Sacrosanct (Skill)

Syntax: use castigate

With infused holy righteous, the Sacrosanct infuriates all enemies to direct their attacks
on him, shielding all others from harm!is skill increases the duration the targets have to fight the Templar and lowers
reuse.

Castigate (non-player engaged victims in the room): taunts(forces target to attack the
user) for a short length of time (+duration) and deals stun effects

Additionally (user), it increases damage done by 50% for a short length of time (+potency,
+duration) and increases critical attacks 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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Consecrated Empowerment

Classes and Levels: Templar(100)

School: Focus: Sacrosanct (Skill)

Syntax: automatic(triggered, see below)

“Your evil touch does not harm me – only reinvigorates my soul!”

Consecrated Empowerment (single victim):

Additionally (user), it restores health by 5% (+potency).(-reuse)
(Executes automatically: executes when damaged by undead creatures)

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


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Devout Sacrament

Classes and Levels: Templar(40)

School: Focus: Sacrosanct (Skill)

Syntax: automatic

Through scared rites and ceremonies, the Sacrosanct is recognized as as devout fighter of
the Entities. These rituals and the status increase longevity during their quests to
protect the less fortunate by increasing healing the Templar is the target of.

Devout Sacrament (automatic):
increases received healing (+potency),
increases shield block chance (+potency), and
decreases shield hindrance (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Incorruptibility

Classes and Levels: Templar(90)

School: Focus: Sacrosanct (Skill)

Syntax: automatic

“My virtue is incorruptible. You cannot sway me.” – a Sacrosanct before an arch-lich, 3rd
Age.

Incorruptibility (automatic): increases virture duration by 15% (+potency) and increases
attack rating (+potency, +chance).

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


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Unholy Defender

Classes and Levels: Templar(50)

School: Focus: Sacrosanct (Skill)

Syntax: automatic

“It is your charge to defend us from the Undead. You will uphold this every waking breath
you take.”

Unholy Defender (automatic):
increases defense rating against undead (+potency),
increases knock down resistance by 7% (+potency), and
increases defense rating.

TRAINING KEY:
potency – damage/effectiveness


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Ward

Classes and Levels: Templar(70)

School: Focus: Sacrosanct (Skill)

Syntax: use ward

Virtuous Sacrosancts have learned the skill to generate powerful holy wards, which can be
placed on their allies. These wards offer potent protective abilities.

Ward (grouped allies but not the user):
increases health for a long length of time (+potency, +duration),
increases damage mitigation for a long length of time (+potency, +duration), and
increases defense rating 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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General

Appraise

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

School: General (Skill)

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

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

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

TRAINING KEY:
potency – damage/effectiveness


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Bind Wounds

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

School: General (Skill)

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

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

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

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

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

Sleeping is the quickest way to restore health.

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

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


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Hide

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

School: General (Skill)

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

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

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

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

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

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

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Sanctified Rest

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

School: General (Skill)

Syntax: automatic

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

Sanctified Rest (automatic): has a 50% base chance to increase regeneration of health,
stamina and essence while resting or sleeping (+potency, +chance).

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


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Stalking

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

School: General (Skill)

Syntax: automatic

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

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

TRAINING KEY:
potency – damage/effectiveness


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Good

Conviction

Classes and Levels: Templar(15)

School: Good (Virtue)

Syntax: unleash conviction <target> – executes the ability on the target(Single)

Virtue Type: Good

Virtue Requirement: +33 or higher

A Templar that walks the path of pure virtue and good, is blessed by his Entity with the
ability to imbue a protective conviction on their allies. This conviction is pure virtuous
energies, capable of protecting the ally from any harm!

Conviction (single ally): adds a protective ward, which absorbs incoming damage (+potency,
+duration).(-reuse)

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


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Resurrection

Classes and Levels: Templar(42)

School: Good (Virtue)

Syntax: unleash resurrection <target> – executes the ability on the target(Dead)

Virtue Type: Good

Virtue Requirement: +100 or higher

Truly virtuous Templars, the ones who truly walk the path of good and smite evil at all
costs, are rewarded by their Entity to restore the life of a fallen ally. Much like the
Clerics gift of Restoration, Resurrection is a weaker version, merely bringing the ally to
the edge.

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

TRAINING KEY:
reuse – length of ability cooldown


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Righteousness

Classes and Levels: Templar(32)

School: Good (Virtue)

Syntax: unleash righteousness <target> – executes the ability on the target(Single)

Virtue Type: Good

Virtue Requirement: +85 or higher

A burning level of righteousness is in every virtuous Templar. They can harness this inner
fire and unleash it onto their enemies, purifying them, as well as restoring some of their
own vitality over time.

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

Additionally (templar), it restores health over time, for a short length of time (+potency,
+duration).(-reuse)

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


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Veneration Blade

Classes and Levels: Templar(1)

School: Good (Virtue)

To begin the chain:

Syntax: unleash venerationblade <target> – executes the ability on the target(Single)

To continue the chain:

Syntax: salvationblade|blockblade|evilbastionblade|rejuvenationblade|purgeblade

Virtue Type: Good

Virtue Requirement: 1

Templars who seek the path of good and light, have access to powerful virtues that unleash
pure holy energies on their foes. Their weapon explodes with the deep honor and faith
filled in their soul, which is then unleashed in a fiery fury of divine wrath!

Veneration Blade (single victim): Starts a chain where abilities must be executed in
succession:

Veneration Blade(lv1): Chain: Starts Chain.
(single victim): deals holy damage based on non-crossbow weapon power (becomes more
powerful with character level) (+potency)

Additionally (templar), it restores a percentage of health (+potency).(-reuse)

Salvation Blade(lv5): Chain: 1.
(single victim): deals holy damage based on non-crossbow weapon power and strength (becomes
more powerful with character level) (+potency).

Additionally(grouped allies but not the templar), it restores a percentage of health
(+potency) and increases damage mitigation by 50% for the next 1 trigger or until the
effect dissipates (+potency, +triggers, +duration).

Block Blade(lv5): Chain: 1.
(single victim): deals holy damage based on strength (becomes more powerful with character
level) (+potency)

Additionally (templar), it increases shield block chance for a short length of time
(+potency, +duration) and restores health when attacked for a short length of time
(+potency, +duration).

Evil Bastion Blade(lv10): Chain: 2.
(single victim): deals holy damage based on strength (becomes more powerful with character
level) (+potency)

Additionally (templar), it increases damage mitigation done by evil foes by 25% for a short
length of time (+potency, +duration).

Rejuvenation Blade(lv15): Chain: Ends Chain.
(single victim): deals holy damage based on non-crossbow weapon power and strength (becomes
more powerful with character level) (+potency)

Additionally (templar), it restores health when blocking with a shield for a short length
of time (+potency, +duration).

Purge Blade(lv15): Chain: Ends Chain.
(single victim): deals holy damage based on non-crossbow weapon power and strength
(+potency).

Additionally(grouped allies but not the templar), it increases wound avoidance by 10% for a
short length of time (+potency, +duration). (Applies once per battle to each target)

Detailed Training Benefits:
Training this ability impacts the power of all abilities in the chain.


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Neutral

Assurance

Classes and Levels: Templar(31)

School: Neutral (Virtue)

Syntax: unleash assurance

Virtue Type: Neutral

Virtue Requirement: -1 to 1

It is the duty, the divine duty, for the Templar to assure others around him. He is able to
channel these assurances both from his soul and Entity onto another target for a short
time. This bolsters both their soul and protection from harm. It is a virtue the Harbinger
Templar relies on heavily.

Assurance (templar): increases damage mitigation for a long length of time (+duration) and
increases defense rating for a long length of time (+potency, +duration)

Additionally (templar), it increases defense rating 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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Cleanse

Classes and Levels: Templar(14)

School: Neutral (Virtue)

Syntax: unleash cleanse – purges replaces your debuffs with buffs

Virtue Type: Neutral

Virtue Requirement: -15 to +15

By the hand of the Entity and the sacred powers bestowed upon the Templar, he may remove
all hostile aliments that plague his chosen soul! The cleansing process invgorates his soul
– allowing him to be more dangerous and protected in combat!

Cleanse (templar): removes debuffs and replaces with a beneficial buff. For each removed
debuff: increases damage done by 1% for a short length of time (+potency, +duration),
increases damage mitigation by 3% for a short length of time (+potency, +duration), and
removes curses (+potency). (+removed debuffs, -reuse)

TRAINING KEY:
reuse – length of ability cooldown


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Fervor Blade

Classes and Levels: Templar(1)

School: Neutral (Virtue)

To begin the chain:

Syntax: unleash fervorblade <target> – executes the ability on the target(Single)

To continue the chain:

Syntax: justiceblade|sentenceblade|undauntedblade|decisiveblade|persecutionblade

Virtue Type: Neutral

Virtue Requirement:

“With an indifference from good or evil, the Justicar smites all who is not in balance with
him.” – Holy Decree, unknown Author, unknown Age.

Note: While at 0 virtue, this skill has a 5% chance to change your virtue to -1 or +1.
Note: Using this ability will allow you to return to a neutral alignment/virtue. If you
wish to stay Evil or Good, DO NOT USE this ability!

Fervor Blade (single victim): Starts a chain where abilities must be executed in
succession:

Fervor Blade(lv1): Chain: Starts Chain.
(single victim): deals holy damage based on non-crossbow weapon power and strength (becomes
more powerful with character level) (+potency)

Additionally (templar), it increases attack rating for a short length of time (+potency,
+duration) and increases defense rating for a short length of time (+potency,
+duration).(-reuse)

Justice Blade(lv5): Chain: 1.
(single victim): deals holy damage based on strength (becomes more powerful with character
level) (+potency) and deals stun effects (+potency, +duration).

Sentence Blade(lv5): Chain: 1.
(victims in the room): deals holy damage based on strength (becomes more powerful with
character level) (+potency), taunts(forces target to attack the user) for a short length
of time (+potency, +duration), and decreases attack rating for a short length of time
(+potency, +duration)

Additionally (templar), it increases defense rating for a short length of time (+potency,
+duration).

Undaunted Blade(lv10): Chain: 2.
(single victim): deals holy damage based on strength (becomes more powerful with character
level) (+potency)

Additionally (templar), it increases chance of knock down effects to evil targets by 15%
for a short length of time (+potency, +duration) and increases knock down resistance
against evil targets by 50% for a short length of time (+potency, +duration).

Decisive Blade(lv15): Chain: Ends Chain.
(single victim): deals holy damage based on strength (becomes more powerful with character
level) (+potency).

Additionally(grouped allies but not the templar), it decreases ability cost by 20% for a
short length of time (+potency, +duration).

Persecution Blade(lv15): Chain: Ends Chain.
(single victim): deals holy damage based on strength (becomes more powerful with character
level) (+potency) and increase risk upon expiration, for a short length of time (+potency).

Detailed Training Benefits:
Training this ability impacts the power of all abilities in the chain.


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Reclaim Soul

Classes and Levels: Templar(41)

School: Neutral (Virtue)

Syntax: unleash reclaimsoul <target> – executes the ability on the target(Single)

Virtue Type: Neutral

Virtue Requirement: -1 to 1

Powerful Templars, ones who are known as Harbingers, have the ability to reclaim lost souls
and to bolster their own and allies strength with the reclaimed energies. These Templars,
walk the path of in-between good and evil, always seeking balance and claiming the souls
deemed to be reclaimed…

Reclaim Soul (single victim): deals holy damage based on non-crossbow weapon power and
strength (becomes more powerful with character level) (+potency) and restores the health of
the killer when an enemy is killed for a short length of time (+potency, +duration).

Additionally(grouped allies), it increases critical attacks by 12% for a short length of
time (+potency, +duration) and increases accuracy rating (reduces auto and critical melee
misses) and slightly modifies attack rating for a short length of time (+potency,
+duration).(-reuse)

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


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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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Rupture Blade

Rupture Blade

Classes and Levels: Templar(50)

School: Rupture Blade (Virtue)

To begin the chain:

Syntax: unleash ruptureblade <target> – executes the ability on the target(Single)

To continue the chain:

Syntax: rb:magic|rb:physical|rb:psionic|rb:holy|rb:blood

Virtue Type: Rupture Blade

This blade is one which all Templar’s learn and is a key part of their arsenal against
undead and evil folk: being able to rupture a target’s defenses so their allies can smite
them with impunity!

Rupture Blade (single victim): Starts a chain where abilities must be executed in
succession:

Rupture Blade(lv50): Chain: Starts Chain.
(single victim): deals holy damage based on non-crossbow weapon power and strength (becomes
more powerful with character level) (+potency).

RB: Magic(lv50): Chain: Ends Chain.
(single victim): deals holy damage based on non-crossbow weapon power and strength (becomes
more powerful with character level) (+potency) and decreases magic damage mitigation by 25%
for a medium length of time (+potency).

RB: Physical(lv50): Chain: Ends Chain.
(single victim): deals holy damage based on non-crossbow weapon power and strength (becomes
more powerful with character level) (+potency) and decreases melee damage mitigation by 25%
for a medium length of time (+potency).

RB: Psionic(lv50): Chain: Ends Chain.
(single victim): deals holy damage based on non-crossbow weapon power and strength (becomes
more powerful with character level) (+potency) and decreases mitigation of mental damage by
25% for a medium length of time (+potency).

RB: Holy(lv50): Chain: Ends Chain.
(single victim): deals holy damage based on non-crossbow weapon power and strength (becomes
more powerful with character level) (+potency) and decreases mitigation of holy damage by
25% for a medium length of time (+potency).

RB: Blood(lv50): Chain: Ends Chain.
(single victim): deals holy damage based on non-crossbow weapon power and strength (becomes
more powerful with character level) (+potency) and decreases mitigation of blood damage by
25% for a medium length of time (+potency).

Detailed Training Benefits:
Training this ability impacts the power of all abilities in the chain.


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Spec: Ancient Wrath

Heretics Destruction

Classes and Levels: Templar(93)

School: Spec: Ancient Wrath (Skill)

Syntax: use hereticsdestruction

“Evil is in all of us. It is the task of the Templars to smite that using divine powers
from when the Ancients walked the earth.” – Unknown, 3rd Age.

Heretics Destruction (grouped allies): increases damage done by 25% for a short length of
time (+potency, +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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Malice

Classes and Levels: Templar(25)

School: Spec: Ancient Wrath (Skill)

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

“The past hides our greatest demons.” – High Templar Heelikin, 14th Age.

Malice (single victim):
deals evil damage based on strength (becomes more powerful with character level) (+potency),
(if target is undead or evil) deals evil damage based on strength (becomes more powerful
with character level) (+potency), and
deals stun effects (+potency, +duration).(-reuse)

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


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Vengeance

Classes and Levels: Templar(52)

School: Spec: Ancient Wrath (Skill)

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

“The future leads to our greatest acts against evil.” – High Templar Heelikin, 14th Age.

Vengeance (single victim):
deals holy damage based on wisdom over time, for a short length of time (becomes more
powerful with character level) (+potency, +duration),
(if target is undead or evil) deals holy damage based on wisdom over time, for a short
length of time (becomes more powerful with character level) (+potency, +duration), and
decreases 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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Spec: Deistic Sanctuary

Heater Proficiency

Classes and Levels: Templar(49)

School: Spec: Deistic Sanctuary (Skill)

Syntax: automatic

By mastering the subtleties of the shield, the Templar can use it to more effectively
reduce the brutal attacks that the undead and other foes have. There are stories of
Templars weathering assaults from ferocious undead dragons behind their shields.

Heater Proficiency (automatic): decreases NPC special attack damage mitigation by 7%
(+potency) and increases defense rating (+chance).

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


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Radiant Bands

Classes and Levels: Templar(25)

School: Spec: Deistic Sanctuary (Skill)

Syntax: automatic

Being masters of the shield is a requirement for Templars and Radiant Bands further
compliments their survival skills. Each Templar uses their holy powers to place holy bands
of shielding along the front of their shield, creating a powerful bastion of defense!

Radiant Bands (automatic): has a 25% base chance to increase damage mitigation bonus from
an equipped shield (+potency, +chance) and increases defense rating (+chance).

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


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Sanctify

Classes and Levels: Templar(88)

School: Spec: Deistic Sanctuary (Skill)

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

Powerful Templars are able to sanctify targets with their own shield. These Templars
perform a ritual rich in holy meaning that summons the power of their Entity on the
believer. The believers shield is then surrounded with potent holy energies.

Sanctify (single ally):
increases shield block chance for a long length of time (+potency, +duration),
increases NPC special attack damage by 0% for a long length of time (+potency, +duration), and
increases health for a long length of time (+potency, +duration)

Additionally (user), it increases health for a long length of time (+potency, +duration)
and increases defense rating for a long length of time (+duration).(-reuse)

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


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Spec: Harbinger of Truth

Divinity

Classes and Levels: Templar(82)

School: Spec: Harbinger of Truth (Skill)

Syntax: use divinity

The ones chosen as the Harbingers are blessed by their Entity to resist death! They must –
for it is the only way for the truth to come out.

Divinity (user): has a 25% base chance to revive on death for the next 1 trigger or until
the effect dissipates (+potency, +chance).(-reuse)

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


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Inciting Veracity

Classes and Levels: Templar(25)

School: Spec: Harbinger of Truth (Skill)

Syntax: automatic

The truth lies in each being on this planet: man, Elf, and beast. The Harbinger seeks to
bring that outwards. Unfortunately for them, it is not a pleasant experience, usually
inciting great rate deep within.

Inciting Veracity (automatic):
increases taunt durations by 3s (+potency),
increases attack rating of taunts (+potency), and
increases attack rating (+potency, +chance).

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


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Phalanx

Classes and Levels: Templar(47)

School: Spec: Harbinger of Truth (Skill)

Syntax: automatic(triggered, see below)

Templars lead their allies into battle – and are trained to do so. They are adept at using
the most protective formations in battle and doing so, protects themselves and their allies
against assaults of multiple groups of enemies!

Phalanx (grouped allies): decreases risk when attacked by 3 for the next 1 trigger or until
the effect dissipates (+potency, +triggers, +duration).
(Executes automatically: has a 50% chance to execute when attacked)

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


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Templar

Aid

Classes and Levels: Templar(1)

School: Templar (Skill)

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

Like the Cleric, the Templar is able to heal the life force of his allies. The Entity he
worships has given him limited powers to aid others. To heal, the Templar infuses his hand
with a small bit of holy energy and then covers the target wound.

Aid (single ally): restores a percentage of health (+potency) and a 50% base chance to
restore a single wound (+potency, +chance).(-reuse)

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


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Fortitude

Classes and Levels: Templar(50)

School: Templar (Skill)

Syntax: automatic

Templars are forged in the realm of divine: defending their faith every hour
of every day and struggling with their virtues. It is truly a selfless life. Only the ones
with enough fortitude become legends. Will you become a legend?

Fortitude (automatic):
decreases overall hindrance,
increases strength (+potency),
increases health (+potency), and
increases defense rating (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Lay Hands

Classes and Levels: Templar(20)

School: Templar (Skill)

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

Infused with divine power and strength from their Entity, Templars can perform limited
miracles. Every so often, a Templar can call upon this power to completely restore an ally
or themselves from all sustained wounds! This is partly why, so many follow Templars – they
know their Entity watches over them and victory will be had! But they’ll live to tell about
it…

Lay Hands (single ally): restores health by 75% (+potency) and restores multiple wounds.(-reuse)

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


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Liturgy: Ghostwave Revive

Classes and Levels: Templar(100)

School: Templar (Virtue)

Syntax: unleash liturgy:ghostwaverevive <target> – executes the ability on the target(Dead)

Virtue Type: Templar

Templars, like Clerics, can perform a holy prayer that allows them to revive a fallen ally
from a long distance. Due to the taxing nature of this, it can only be done every so often.

Liturgy: Ghostwave Revive (single ally):
revives,
deals stun effects,
prevents any attacks for a short length of time, and
prevents from being attacked for a short length of time.

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Purifying Destruction

Classes and Levels: Templar(100)

School: Templar (Skill)

Syntax: automatic(triggered, see below)

description “The unpure have no regard for the pure – they defile and destroy our sacred
way of life. They must be destroyed at all cost.”

Purifying Destruction (single victim):
deals holy damage (+potency),
(if target is undead or evil) deals holy damage (+potency), and
a 1% base chance to (if target is undead or evil and not a group or raid difficulty) deal
provide instant death to a quad or weaker undead target or damage to stronger undead target
(+potency, +chance).(-reuse)
(Executes automatically: has a 50% chance to execute when dealing damage)

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


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Radiant Bash

Classes and Levels: Templar(5)

School: Templar (Skill)

Syntax: automatic(triggered, see below)

A Templar’s shield is filled with holy energy, capable performing a bash and inciting anger
on another nearby enemy, focusing their attacks against the Templar for a short time.

Radiant Bash (single victim): deals holy damage based on strength (becomes more powerful
with character level).

Additionally(random non-grouped engaged victims), it taunts(forces target to attack the
user) for a short length of time (+duration).(-reuse)
(Executes automatically: executes when damaged)

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


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Renewal

Classes and Levels: Templar(75)

School: Templar (Skill)

Syntax: use renewal

By using some of their faith, the Templar is able to spread it amongst his or her allies,
restoring vitality.

Renewal (grouped allies): restores a percentage of health (+potency).(-reuse)

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


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Zealotry

Classes and Levels: Templar(12)

School: Templar (Skill)

Syntax: use zealotry

The Templar is known as a bastion of strength, unity and virtue. They are masters at
forcing enemies to focus their attacks on this beacon of faith. The Templar is able to
skillfully insult the moral and religious beliefs of another, causing them to direct all of
their hatred onto the Templar for a short time.

Zealotry (non-player attacking or aggressive victims in the room): taunts(forces target to
attack the user) for a short length of time (+duration).

TRAINING KEY:
duration – length of effect


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Trade Craft

Haggle

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

School: Trade Craft (Skill)

Syntax: automatic

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

Haggle (automatic): has a 25% base chance to increase the value of sold items (+chance).

TRAINING KEY:
chance – chance of failure/success


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Undead Slaying

Cure Curse

Classes and Levels: Cleric(100), Templar(100)

School: Undead Slaying (Skill)

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

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

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

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


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Holy Aura

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

School: Undead Slaying (Skill)

Syntax: use holyaura

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

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

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


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Weapon Skill

Axe

Classes and Levels: 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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