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Wizard Abilities



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

Contents

Arcane

Channel

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

School: Arcane (Skill)

Syntax: use channel

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

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

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


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Detect Magic

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

School: Arcane (Skill)

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

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

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

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

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

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

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

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Sorcery

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

School: Arcane (Skill)

Syntax: automatic

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

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

TRAINING KEY:
potency – damage/effectiveness


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Combat

Armor: Chain

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

School: Combat (Skill)

Syntax: automatic

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

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

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


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Armor: Leather

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

School: Combat (Skill)

Syntax: automatic

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

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

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

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


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Armor: Plate

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

School: Combat (Skill)

Syntax: automatic

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

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

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

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


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Defensive Maneuvers

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

School: Combat (Skill)

Syntax: automatic

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

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

TRAINING KEY:
potency – damage/effectiveness


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Melee Techniques

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

School: Combat (Skill)

Syntax: automatic

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

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

TRAINING KEY:
potency – damage/effectiveness


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Shield Techniques

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

School: Combat (Skill)

Syntax: automatic

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

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

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

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

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

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

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

TRAINING KEY:
potency – damage/effectiveness


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Focus: Ethereal Walker

Anemokinesis

Classes and Levels: Wizard(90)

School: Focus: Ethereal Walker (Spell)

Syntax: cast anemokinesis

The Ethereal Walker, much like the aeromancers from Mages, can manipulate the kinetic
energies around themselves and provide a limited form of flight. Lesser beings could call
these masters of flight gods! However, much to the Wizard’s disappointment, it is not so.
Not yet…

Anemokinesis (magic user): provides flight (see help: fly) 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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Dispersion Field

Classes and Levels: Wizard(70)

School: Focus: Ethereal Walker (Spell)

Syntax: cast dispersionfield

The dispersion field is what other Wizards call “a creation of majestic beauty”. This
field, completely covers a nearby area with a dangerous arcing field of kinetic energy,
which painfully shocks nearby victims. Additionally, the Wizard is able to become one with
the field and acquire new found abilities, but only nearby the field. One final piece of
important of information: it is not uncommon for young Wizards to perish upon casting their
first dispersion field due to misuse and misunderstanding of its deadly capabilities.

Dispersion Field (magic user): summons 1 of ‘a furious dispersion field crackling with
intense energy’.

Additionally(magic user), it adds new abilities temporarily:
o DF: Rupture
o DF: Teleport
o DF: Empower
o DF: Disperse
o DF: Centralize
for a medium length of time.

Additionally(allies in the room), it (if a furious dispersion field crackling with intense energy exists in the current room)
applies the following when moving in a room to (self ally):
deals kinetic damage based on intelligence (+potency) and deals kinetic damage based on
intelligence (+potency).(-reuse)

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


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Invisibility

Classes and Levels: Wizard(10)

School: Focus: Ethereal Walker (Spell)

Syntax: cast invisibility

“Invisibility…a true display of power!” – Wizard Perhaos, 3rd Age.

Invisibility (magic user): provides invisibility for a medium length of time (+duration)
and detects invisible players and npcs for a medium length of time (+duration).(-reuse)

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


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Pinpoint Teleport

Classes and Levels: Wizard(20)

School: Focus: Ethereal Walker (Spell)

Syntax: cast pinpointteleport teleport <slot> – teleports you and your group to this location

Syntax: cast pinpointteleport list – lists the memorized locations

Syntax: cast pinpointteleport remove <slot> – remove the memorized spot that matches this slot (use list to find the slot)

Syntax: cast pinpointteleport add – adds this location to memorized to later

Pinpoint Teleport – a way for Wizards to teleport with pinpoint accuracy. Given enough
training and practice, the Wizard can memorize various locations and then return to them at
a later date. A focusing teleportation crystal is required for each entity teleported,
which can be crafted at a Wizard’s Lab.

Pinpoint Teleport (magic user): allows the player to memorize several locations, which can
then be used to teleport to with this command. The number of memorized locations is based
on the spells training level level: starting with 1 and ending with a maximum of 10 by
level 10.

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Reactionary Teleport

Classes and Levels: Wizard(40)

School: Focus: Ethereal Walker (Spell)

Syntax: cast reactionaryteleport

Can Toggle Ability (turn on/off).

One of the greatest skills a Wizard can have is not to get hit when violence unfortunately
breaks out. The wizard can cover themselves with a protective cloak, which allows for
automatic teleportation upon taking damage.

Reactionary Teleport (magic user): applies only area based affects:

Additionally(magic user), it has a 33% base chance to
apply the following when damaged to (self ally):
teleportation within current room (+potency) (+chance) and decreases essence (-potency).(-reuse)

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


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Vacuous Delirium

Classes and Levels: Wizard(100)

School: Focus: Ethereal Walker (Spell)

Syntax: cast vacuousdelirium teleport – teleports you and your group to a random vortex

Syntax: cast vacuousdelirium summon – summons the Vacuous Delirium to wreak havoc nearby!

Forcing kinetic energy into a single point in place creates extreme pressure, which when
released, will cause a chaotic wave of terrible destruction. Bystanders which viewed the
execution of this vicious spell remarked they could not believe what was seen, but rather,
was under the influence of some sort of Delirium.

Vacuous Delirium (victims in nearby rooms): allows the Wizard to create a terrible and
destructive vortex of kineticity. All enemies from nearby rooms are sucked into this
location and then are violently sucked into this vortex, trying to kill them outright.
Enemies which survive are inflicted with massive damage. For each fallen enemy, a smaller
damaging vortex spawns in the area and the Wizard is able to teleport to in the future.

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Void Pocket

Classes and Levels: Wizard(50)

School: Focus: Ethereal Walker (Spell)

Syntax: cast voidpocket

The void is vast and endless, much like the abyss that floats inside. An infinite horizon
meets the edge of a limited capacity of understanding. It is here, where this spell takes
you. You enter as a Wizard and leave something more…

Void Pocket (magic user):
restores a percentage of health (+potency),
teleportation for a short length of time (+duration),
teleports to another location on use,
increases auto dodge by 50% for a short length of time (+duration),
a 25% base chance to increase kinetic damage done by 50% for a short length of time
(+potency, +duration), and
a 25% base chance to increase staff damage done by 50% for a short length of time
(+potency, +duration).

Additionally(magic user), it has a 50% base chance to
apply the following on your successful attacks to (allies in the room):
deals void damage (+potency) (+duration) and a 25% base chance to
apply the following on your successful attacks to (allies in nearby rooms):
has a 25% base chance to teleport to current location and mezermises them (+potency)
(+duration).(-reuse)

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


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Focus: High Wizardry

Delirious Power

Classes and Levels: Wizard(90)

School: Focus: High Wizardry (Skill)

Syntax: use deliriouspower

Can Toggle Ability (turn on/off).

High Wizards are always driven to seek out new spells, rare artifacts and other techniques
to further their agenda. When taken too far, the High Wizard enters into a delirious state
of madness, where the essence corrupts their mind and body. While under the effects of this
madness, lunatic ravings escape their mouths and spells leave their finger tips – at
unpredictable times! Best to get out of their way, or suffer the consequences!

Delirious Power (user): becomes delirious from too much essence and enter into a state of
powerful uncontrolled magic rage, casting random spells during combat.

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Esoteric Stagnation

Classes and Levels: Wizard(50)

School: Focus: High Wizardry (Spell)

Syntax: cast esotericstagnation

A more devious spell of the High Wizard’s arsenal is Esoteric Stagnation: a thick and
almost milky saturation of the area by forcefully injecting kinetic particles into the air.
After the injection process completes, the kinetic blanket settles down near the earth,
covering anyone present. This blanket stagnates the movements, causing anyone effected
unable to move to different areas. Unfortunate for the High Wizard, this spell requires a
large amount of essence to cast.

Esoteric Stagnation (non-grouped NPC allies not the magic user in the entire area): can’t
leave the room for a medium length of time (+duration) and clears the hostile target list.(-reuse)

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


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Glorifian Scriptures

Classes and Levels: Wizard(100)

School: Focus: High Wizardry (Skill)

Syntax: use glorifianscriptures investigate – investigates the tower and perhaps, gains some insight from it. (Vol I)

Syntax: use glorifianscriptures combine – gives instructions on how to combine the loose pages into a book, which allows use of this skill.

Syntax: use glorifianscriptures constructLaser – constructs the magical laser and sets it up. (Vol II)

Syntax: use glorifianscriptures laser – fires a magical laser into this room dealing damage to everyone present. (Vol II)

Syntax: use glorifianscriptures chat – chats with Derium’s spirit. (Vol III)

Syntax: use glorifianscriptures cleanse – tries to cleanse the corrupted Derium affects from you. (Vol III)

“This is simply amazing!” – Darias, High Wizard on seeing the Glorifian Construct in the
center of Tralisia for the first time.

Glorifian Scriptures (user): allows a wizard to become simply amazing by studying the
Glorifian Construct! (lower chance for laser crystal breaking, -reuse). There are three
volumes that must be attained by finding their pages.
Vol I: Allows studying of the construct for passive buffs.
Vol II: Allows for an essence laser crystal to put set atop of the construct and then used later.
Vol III: You speak with Derium’s spirit to learn the real use of the construct. Be careful, he is very dangerous…

Page Locations:
Vol I: High level solo mobs.
Vol II: High level group mobs.
Vol III: Rare drop from high level group mobs.

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

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Null-field

Classes and Levels: Wizard(40)

School: Focus: High Wizardry (Spell)

Syntax: cast null-field

Null-fields are common tactics used by Wizards against others who depend on means other
than weapons. By forming the dispella into solid elements, the Wizard can combine them into
a potent field of nullifying capabilities, which will prevent usage of any non-melee
actions for a short time. As always is the case for High Wizards, witty remarks are heard
before, during and after usage of this spell.

Null-field (magic user): prevents casting, praying, evoking, and effusing in the current
room (+potency).(-reuse)

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


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Sublimation

Classes and Levels: Wizard(20)

School: Focus: High Wizardry (Spell)

Syntax: cast sublimation

The energy and fuel a High Wizard needs to carry out their plans and machinations is vast –
no single place or person is safe from being exploited in some way. There is a single
cardinal rule however: never siphon the essence from another Wizard. This is a grave insult
and is grounds for an immediate duel. #RWarning:#d The Arcane Order forbids dueling and will
severely punish any Wizards partaking in duels. Proceed with caution and in secrecy.

Sublimation (magic user): applies only area based affects:

Additionally(allies in the room), it increases essence damage done by 25% (+potency)
applies only area based affects:

Additionally(grouped allies), it increases essence (+potency) and increases damage done by
15% 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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Tri-axel Hexagonal Shield

Classes and Levels: Wizard(10)

School: Focus: High Wizardry (Spell)

Syntax: cast tri-axelhexagonalshield <target> – executes the ability on the target(Single)

“After a Wizard begins the path of High Wizardry, the first task is to be able to craft
magical spells which have unforeseen side affects or functions. The Tri-axel Hexagonal
Shield is a common, yet safe, spell taught to these aspiring High Wizards. They are taught
that each component serves a specific purpose. For example,t he hexagons provide an easy
method for overlapping protection, and the tri-axel, well, only experienced High Wizards
can explain the true function for this part of the shield. Regardless though, as a High
Wizard, you can be assured that no other shield will compare to yours: because you’re a
High Wizard.” – High Wizard Darias, lecturing at the Arcane Order’s Academy in Eridan.

Tri-axel Hexagonal Shield (single ally):
applies the following when damaged to (self ally):
has a 50% base chance to apply random generic combat affects (+chance) (+duration).(-reuse)

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


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Void Orb Knowledge

Classes and Levels: Wizard(70)

School: Focus: High Wizardry (Skill)

Syntax: use voidorbknowledge construct – constructs a random void orb.

Syntax: use voidorbknowledge charge – charges the equipped void orb, if it was not already charged to 100%.

You construct some minor void orbs and use them to further your Wizardly Agenda!

Void Orb Knowledge (user): allows construction of minor Void Orbs at a Wizard’s Lab. Due to
the nature and power of them, the type of void orb is random.

Void Orb Types:
Genesis: This orb allows the holder to fuel the genesis of new found life in the world at the cost of the holder.
Required Item: a figment of death feeding into a spark of life
Equilibrium: The essence of equilibrium is infused in this void orb, which tries its best to maintain a zero sum balance.
Required Item: three fluctuating equidistant points, connected together by essence strands
Chaos: The Chaos Forces pull and tug against all known fabric in the world and this orb has the power to unleash a portion of this chaos.
Required Item: a mind’s eye that has been tormented by a terrible loss
Order: Structure and consistent predictable behaviors and results is what must occur.
Required Item: a structurally perfect crystallized octahedron

Void Orb Mateirals:
5 shimmering droplet of void essence. Attained by decomposing items into integral essences and crafting at the Wizard’s Lab.
2 tempered crystallized core of magical power. Attained by decomposing items into integral essences and crafting at the Wizard’s Lab.
1 simple yet well crafted golden inlay. Attained from the The Magic Emporium – Sacred Gems shoppe.
1 Specialized Item. Attained from rare monster drops starting at level 70.
You must have the materials for all four void orbs in your inventory prior to construction
using this command.

Void Orb Effects:
Each Void Orb has a defining positive and negative passive effect as well as a unique
activated ability. You may use this ability by ACTIVATING the Void Orb. Each Void Orb will
drain its power every few minutes and during activation until it runs out and vanishes.

Void Orb Charging:
Finally, a Void Orb must be charged after construction, which can be done with the charge
sub-command under this command. Void Orbs can only be charged once.

Detailed Training Benefits:
Increases success rate of the void orb construction, lowers delay of construction, more
efficient charging, and potency of the activated abilities.

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Fragmentation

Control Stance

Classes and Levels: Wizard(15)

School: Fragmentation (Spell)

Syntax: cast controlstance

Can Toggle Ability (turn on/off).

The control stance is when a Wizard desires to improve the beneficial affects on their
allies!

Control Stance (magic user):
enters spell fragmentation stance: CONTROL and generates control dispella,
increases attack rating (+potency), and
increases defense rating (+potency).(-reuse)

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


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Shatter Stance

Classes and Levels: Wizard(15)

School: Fragmentation (Spell)

Syntax: cast shatterstance

Can Toggle Ability (turn on/off).

The shatter stance is when a Wizard desires to shatter the beneficial affects on their
enemies!

Shatter Stance (magic user):
enters spell fragmentation stance: SHATTER and generates shatter dispella,
increases attack rating (+potency), and
increases defense rating (+potency).(-reuse)

TRAINING KEY:
potency – damage/effectiveness, 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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Ranged Weapon Skill

Archery

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

School: Ranged Weapon Skill (Skill)

Syntax: automatic

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

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

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

TRAINING KEY:
potency – damage/effectiveness


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Crossbow

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

School: Ranged Weapon Skill (Skill)

Syntax: automatic

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

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

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

TRAINING KEY:
potency – damage/effectiveness


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Risk Posture

Posture: Dominance

Classes and Levels: ARC(30), CLR(30), EXP(30), FIG(30), MAG(30), ROG(30), TMP(30), AGT(30), BLD(30), RNG(30), WIZ(30), MKT(30), NMR(30), DRN(30), DRN(30), DRN(30), DRN(30), DRN(30), ETH(30), NON(30)

School: Risk Posture (Skill)

Syntax: use posture:dominance

Can Toggle Ability (turn on/off).

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

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

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

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

TRAINING KEY:
reuse – length of ability cooldown


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Posture: Form

Classes and Levels: ARC(30), CLR(30), EXP(30), FIG(30), MAG(30), ROG(30), TMP(30), AGT(30), BLD(30), RNG(30), WIZ(30), MKT(30), NMR(30), DRN(30), DRN(30), DRN(30), DRN(30), DRN(30), ETH(30), NON(30)

School: Risk Posture (Skill)

Syntax: use posture:form

Can Toggle Ability (turn on/off).

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

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

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

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

TRAINING KEY:
reuse – length of ability cooldown


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Posture: Mind

Classes and Levels: ARC(30), CLR(30), EXP(30), FIG(30), MAG(30), ROG(30), TMP(30), AGT(30), BLD(30), RNG(30), WIZ(30), MKT(30), NMR(30), DRN(30), DRN(30), DRN(30), DRN(30), DRN(30), ETH(30), NON(30)

School: Risk Posture (Skill)

Syntax: use posture:mind

Can Toggle Ability (turn on/off).

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

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

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

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

TRAINING KEY:
reuse – length of ability cooldown


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Posture: Movement

Classes and Levels: ARC(30), CLR(30), EXP(30), FIG(30), MAG(30), ROG(30), TMP(30), AGT(30), BLD(30), RNG(30), WIZ(30), MKT(30), NMR(30), DRN(30), DRN(30), DRN(30), DRN(30), DRN(30), ETH(30), NON(30)

School: Risk Posture (Skill)

Syntax: use posture:movement

Can Toggle Ability (turn on/off).

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

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

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

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

TRAINING KEY:
reuse – length of ability cooldown


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Posture: Precision

Classes and Levels: ARC(30), CLR(30), EXP(30), FIG(30), MAG(30), ROG(30), TMP(30), AGT(30), BLD(30), RNG(30), WIZ(30), MKT(30), NMR(30), DRN(30), DRN(30), DRN(30), DRN(30), DRN(30), ETH(30), NON(30)

School: Risk Posture (Skill)

Syntax: use posture:precision

Can Toggle Ability (turn on/off).

Posture: Precision allows the combatant to build morale and exploit weaknesses while
fighting NPCs who also follow the Precision posture stance. Precision focuses on using
techniques to be more accurate and deadly in ones strikes.

Morale will increase combat effectiveness by applying the following cumulative buffs:
1. Eager: +20% critical chance
2. Steady: -16% bleed damage during bleeds
3. Determined: +16 accuracy

Weaknesses will debuff the target in the following way:
-10% critical chance

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

TRAINING KEY:
reuse – length of ability cooldown


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Spec: Kinesis Empowerment

Embrace the Dynamics

Classes and Levels: Wizard(92)

School: Spec: Kinesis Empowerment (Spell)

Syntax: cast embracethedynamics

Can Toggle Ability (turn on/off).

Upon the mastery of the kinetic element, the Wizard is able to fully embrace the dynamics!
This empowers the Wizard, at great cost to their own body, to bring this element to bear on
anyone or anything with ruthless efficiency!

Embrace the Dynamics (magic user):
increases damage done by 15% (+potency),
decreases delay of kinetic spells,
increases essence (+potency),
decreases defense rating,
decreases damage mitigation by 10%,
decreases NPC special attack dodge by 200%, and
decreases health.(-reuse)

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


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Restricting Velocity

Classes and Levels: Wizard(52)

School: Spec: Kinesis Empowerment (Spell)

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

If an enemy can be restricted, then their existence is meaningless to you. This…this is
the power Restricting Velocity bestows upon you!

Restricting Velocity (single victim): deals stun effects (+potency, +duration).

Additionally(single victim), it
applies the following when damaged to (self victim):
decreases damage mitigation by 25% for a short length of time (+potency, +duration) (+duration) and
applies the following when damaged to (self victim):
deals kinetic damage based on intelligence upon expiration, 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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Transmit Kinecity

Classes and Levels: Wizard(25)

School: Spec: Kinesis Empowerment (Spell)

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

The Wizard is often times filled with boundless power and intense kinetic energy. Given
enough training, the Wizard can release this built up kinetic energy and violently transmit
it to another target!

Transmit Kinecity (single victim):
deals kinetic damage based on intelligence for a short length of time (becomes more
powerful with character level) (+potency),
deals kinetic damage based on intelligence upon expiration, for a short length of time
(becomes more powerful with character level) (+potency),
deals kinetic damage based on intelligence upon expiration, for a short length of time
(becomes more powerful with character level) (+potency),
deals kinetic damage based on intelligence upon expiration, for a short length of time
(becomes more powerful with character level) (+potency),
deals kinetic damage based on intelligence upon expiration, for a short length of time
(becomes more powerful with character level) (+potency), and
deals kinetic damage based on intelligence upon expiration, for a short length of time
(becomes more powerful with character level) (+potency)

Additionally (magic user), it deals stun effects.(-reuse)

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


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Spec: Staff Mastery

Deadly Stave Maneuvers

Classes and Levels: Wizard(48)

School: Spec: Staff Mastery (Skill)

Syntax: automatic

With ample training and dedication, Wizards can learn deadly and violent arts while using
staves and other similar weapons. Able to hit to their foes quicker and harder, this is a
valuable skill to have in their arsenal!

Deadly Stave Maneuvers (automatic): increases blunt damage done by 12% (+potency) and a 50%
base chance to decrease staff weapon delay (+chance).

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


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Ethereal Stave

Classes and Levels: Wizard(75)

School: Spec: Staff Mastery (Skill)

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

A difficult spell to cast, requiring both physical exertion from the Wizard, and essence,
the ethereal stave can be formed. The almost chaotic, yet orderly, element of ethereal,
bestows great boons to the Wizard while at the same time physically crushing his or her
enemies.

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

Additionally (user), it
casts a spell a second time for the next 1 trigger or until the effect dissipates
(+triggers, +duration),
decreases spell essence cost by 25% for the next 1 trigger or until the effect dissipates
(+potency, +triggers, +duration), and
decreases spell cooldown time for the next 1 trigger 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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Resounding Smash

Classes and Levels: Wizard(25)

School: Spec: Staff Mastery (Skill)

Syntax: automatic(triggered, see below)

Some Wizards depend on their staff not only as a defensive tool, but also for an offensive
one. There are times, when a swift strike is enough for an adversary to yield, and
resorting to magic is not required.

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

TRAINING KEY:
potency – damage/effectiveness


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Spec: Utopian Fragmentation

Flowing Dispella

Classes and Levels: Wizard(60)

School: Spec: Utopian Fragmentation (Spell)

Syntax: cast flowingdispella

With the proper technique and the right pain tolerance, essence can be converted into
dispella. Wizards do this when they expect to encounter heavily shielded foes. Note: some
Wizards become addicted to this process. The should seek help immediately.

Flowing Dispella (magic user):
deals essence damage over time, for a medium length of time (-potency),
(if essence points greater or equal to 1) recharges a random dispella for a medium length
of time (+potency), and
a 40% base chance to (if essence points greater or equal to 1) remove debuffs for a medium
length of time (+chance).(-reuse)

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


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Fragmentator Phenomenon

Classes and Levels: Wizard(98)

School: Spec: Utopian Fragmentation (Spell)

Syntax: cast fragmentatorphenomenon

Can Toggle Ability (turn on/off).

The Phenomenon knows no boundaries in the realm of spells – mastery of dispella and spell
fragmentation. Other Wizards gape and stare in awe at this majestic being!

Fragmentator Phenomenon (magic user): applies only area based affects:

Additionally(magic user), it has a 7% base chance to
apply the following on your spell casts to (self ally):
casts random spell fragmentations (+chance) and a 7% base chance to
apply the following when spell fragmentation goes off to (self ally):
casts random spell fragmentations (+chance). (-reuse)

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


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Rising Dispella

Classes and Levels: Wizard(25)

School: Spec: Utopian Fragmentation (Spell)

Syntax: cast risingdispella

Can Toggle Ability (turn on/off).

Fist wisps of the tantalizing dispella sweep over your skin, brushing against the most
tender of spots. They saturate your nose, filling the mind with a sweet aroma and
intoxicating presence of transformed essence. You lie back to take in the full experience,
oblivious to everything around you…

Rising Dispella (magic user): decreases essence.

Additionally(magic user), it
applies the following when dispella charges to (self ally):
increases attack rating for a short length of time (+duration) and
applies the following when damaged to (self ally):
recharges a random dispella (-potency). (-reuse)

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


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Trade Craft

Haggle

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

School: Trade Craft (Skill)

Syntax: automatic

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

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

TRAINING KEY:
chance – chance of failure/success


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Weapon Skill

Axe

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

School: Weapon Skill (Skill)

Syntax: automatic

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

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

TRAINING KEY:
potency – damage/effectiveness


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Dagger

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

School: Weapon Skill (Skill)

Syntax: automatic

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

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

TRAINING KEY:
potency – damage/effectiveness


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Mace

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

School: Weapon Skill (Skill)

Syntax: automatic

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

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

TRAINING KEY:
potency – damage/effectiveness


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Pole-arm

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

School: Weapon Skill (Skill)

Syntax: automatic

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

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

TRAINING KEY:
potency – damage/effectiveness


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Staff

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

School: Weapon Skill (Skill)

Syntax: automatic

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

Staffs and staves are the favorite weapons of Wizards.

Additionally, all staffs have a parry bonus.

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

TRAINING KEY:
potency – damage/effectiveness


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Sword

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

School: Weapon Skill (Skill)

Syntax: automatic

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

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

TRAINING KEY:
potency – damage/effectiveness


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Wizard

Absorb Elements

Classes and Levels: Wizard(39)

School: Wizard (Spell)

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

By summoning up a powerful ball of kinetic energy, the Wizard then unleashes it upon an
ally, crafting a barrier that will convert the received harmful magical energies into a
restorative effect. Wizards are able to use this ability to great effect when they travel
in areas that are environmentally unfriendly.

Absorb Elements (single ally): (if taken magic damage)
applies the following when damaged to (self ally):
increases convert(s) received damage to vitals(hp, essence, stamina, etc) (you still take
full damage) (+potency) (+duration).(-reuse)

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


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Anchor

Classes and Levels: Wizard(28)

School: Wizard (Spell)

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

By summoning powerful arcane bindings, made from the Wizards internal essence, it is
possible to restrict the movement of another. It is not uncommon for a Wizard to do this
during confrontations or disputes, as this is a fairly simple and straight forward spell to
learn. Additionally, it is not uncommon for the Wizard to throw several slurs and insults
during the binding process. After all, a Wizard’s reputation must be up held at all times!

Anchor (single victim): root(can’t move) for a short length of time (+duration).(-reuse)

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


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Blink

Classes and Levels: Wizard(22)

School: Wizard (Spell)

Syntax: cast blink

Wizards are very adept at teleportation and this short range spell is a clear display of
this skill: the Wizard instantaneously teleports themselves to another location within the
same room. More skilled Wizards have a higher chance to teleport the farthest maximum
distance the combat area allows!

Blink (magic user): teleportation within current room (+potency).(-reuse)

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


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Blooming Replication

Classes and Levels: Wizard(6)

School: Wizard (Spell)

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

A marvellously manipulative display of kinetic energies! The Wizard summons an
uncontrollable amount of kinetic power onto a target and upon death, this spreads to
everyone else nearby, lowering their resistances to kinetic and blunt attacks. However, due
to its random nature, this replication will continue to new targets until it either loses
its power or there are no more beings for it to spread to. It is not uncommon for this
spell to get out of control very quickly.

Blooming Replication (single victim):
applies the following when killed to (victims in the room):
decreases mitigation of kinetic damage by 7% for a medium length of time (+potency,
+duration) (+duration),
applies the following when killed to (victims in the room):
decreases mitigation of blunt damage by 7% for a medium length of time (+potency,
+duration) (+duration), and
applies the following when killed to (victims in the room):

applies the following when killed to (victims in the room): decreases mitigation of kinetic
damage by 7% for a medium length of time (+potency, +duration) (+duration) (+duration).

Additionally(victims in the room), it
applies the following when killed to (victims in the room):
decreases mitigation of blunt damage by 7% for a medium length of time (+potency,
+duration) (+duration).

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


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Counterspell

Classes and Levels: Wizard(72)

School: Wizard (Spell)

Syntax: cast counterspell

After a certain point, the Wizard learns to manipulate the magical and ethereal abilities
of others. They can harness this intimate knowledge in order to create a strong defensive
mechanism, which when activated will reflect onto the attacker any harmful non-physical
hostile actions. While dangerous, it is quite clear when a Wizard has access to such power:
their arrogance grows two fold and a certain pomp fills the air around them. Still, the
message is clear: tread carefully!

Counterspell (magic user): counters any hostile spell, evocation, prayer or blood rite back
onto the caster for the next 1 trigger or until the effect dissipates (+potency,
+duration).(-reuse)

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


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Decomposition

Classes and Levels: Wizard(20)

School: Wizard (Spell)

Syntax: cast decomposition <item name>| <slot> – executes the ability on the given item.

The wizard is able to decompose certain materials into their integral parts. Depending on
the item used, the results will differ. As with all things magic, areas which are either
strong or weak in essence, will greatly impact a Wizard’s capability! Any items made of
essence, such as gremlin essence, will decompose into integral essence. Any form of
crystal, such as a small shiny crystal, will decompose into integral crystallized cores.
Any generic or trash items randomly decompose into essences or cores. These non-specific
items will generate less integral components.

Decomposition (single ally): has a 67% base chance to transform crystals and quartz into
integral crystallized origins, essences into integral essences, and other trash and general
items into random types (+chance).(-reuse)

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


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Dispel

Classes and Levels: Wizard(66)

School: Wizard (Spell)

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

“We all strive to be pure! It is what the Gaia Tributary urges us to be. And I am the
chosen one to cleanse us all! Today, I begin with you and will cleanse your filthy body.
Now hold still…” – Unknown Wizard, 3rd Age.

Dispel (single victim): removes buffs (+potency).(-reuse)

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


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Kentric Displacement

Classes and Levels: Wizard(42)

School: Wizard (Spell)

Syntax: cast kentricdisplacement

Harnessing true power the Wizard channels forth potent kinetic energies and performs an
amazingly act: a violent local explosion that pushes all nearby enemies outwards while
ripping them to shreds! This is an immediate skilled spell, which every Wizard learns at
the Arcane Order. It is destructive and at times has done great damage to nearby structures
and bystanders. As such, this spell should only be used in the most dire of circumstances
or expect a visit from the Arch Mage accompanied with a stern lecture on restraint of one’s
power.

Kentric Displacement (victims in the room):
deals kinetic damage (becomes more powerful with character level) (+potency),
knocks targets near you away from you (+potency, +chance), and
deals knock down effects (+potency, +chance).(-reuse)

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


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Kinetic Blast

Classes and Levels: Wizard(1)

School: Wizard (Spell)

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

Wizards specialize in spells which are based in kinetic energies. These energies are much
easier to summon and control compared to elemental powers, which Mages specialize in. For
this particular spell, the Wizard summons a small yet potent blast of kinetic energy and
slams it against their foe! Foes with unsteady feet are likely to be knocked to the ground.

Kinetic Blast (single victim): deals kinetic damage based on intelligence (becomes more
powerful with character level) (+potency) and a 25% base chance to deal knock down effects
(+chance).

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


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Phasic Field

Classes and Levels: Wizard(45)

School: Wizard (Spell)

Syntax: automatic(triggered, see below)

The Phasic Field is a kinetic defensive mechanism which is considered very dangerous to
anyone but the Wizard. The swirling nature of the field imposes great restrictions and
powerful energies on whomever comes into contact with it. The result is the Wizard is able
to enact extreme pain and suffering. There is an old saying: Remember, a Wizard is not to
be trifled with and this is another example of that fact! Clearly, this was said by another
Wizard, to a Wizard.

Phasic Field (magic user):
applies the following when damaged to (self ally):
reflects damage onto attacker (+potency) (+duration).(-reuse)
(Executes automatically: executes when damaged)

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


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Rebounding Barrage

Classes and Levels: Wizard(30)

School: Wizard (Spell)

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

As a powerful Wizard, you are able to mark one foe as a conduit of kinetic energy, which
will call down upon even more powers as the storm above brews!

Rebounding Barrage (single victim):
deals kinetic damage based on intelligence (becomes more powerful with character level)
(+potency),
applies the following initial to (random non-grouped victims):
upon expiration, for a short length of time, and
x5
applies the following initial to (random non-grouped victims):#. upon expiration, for a
short length of time.

TRAINING KEY:
potency – damage/effectiveness


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Secure Shell

Classes and Levels: Wizard(12)

School: Wizard (Spell)

Syntax: cast secureshell

A powerful spell, capable of securing the wizard from the dangers and unknowns that linger
in the shadows, secure shell is a staple spell and learned at an early age. The latent
energies that reside in the ground is easily summoned up and used to form this protective
magical barrier.

Secure Shell (magic user):
increases melee damage mitigation for a long length of time (+potency, +duration),
increases melee damage mitigation by 10% for a long length of time (+potency, +duration), and
increases constitution 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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Silence

Classes and Levels: Wizard(55)

School: Wizard (Spell)

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

“As I always say in my Wizard Circle: Silence is golden.” – High Wizard Darias Telthorn

Silence (single victim): prevents casting, praying, evoking, and effusing for a short
length of time (+duration).(-reuse)

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


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Speck of Light

Classes and Levels: Wizard(1)

School: Wizard (Spell)

Syntax: cast speckoflight

A basic spell that any Wizard can cast: a shining speck of light! This little creation is a
Wizards best friend!

Speck of Light (magic user): summons a light source (‘a speck of shining light’ which lasts
for at least 120 minutes) (+potency).(-reuse)

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


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Storm of Rebounding Kinesis

Classes and Levels: Wizard(100)

School: Wizard (Spell)

Syntax: cast stormofreboundingkinesis

At the Apex of the Wizards career, they are able to control the element of kinetical
energies to a degree none have seen since! Summoning forth all of the nearby kinetical
energies, the Wizard builds it up within, until built up energy explodes in a violent
rebounding action, causing several shock waves to devastate the nearby area. There are
lingering effects left in the surrounding area, which allows anyone to harness their unique
powers, as well as potentially waking a powerful manifestation of kinetical energies. One
final note:

Whenever a Wizard casts this, it is not uncommon they mention something about being the
“Apex of Kinesis Powers”. Do not be fooled – it’s true!

Storm of Rebounding Kinesis (magic user): applies only area based affects:

Additionally(non-grouped victims not the magic user in the entire area), it has a 12% base
chance to summon random items (+chance) applies only area based affects:

Additionally(victims in the room), it deals kinetic damage (+potency) and deals kinetic
damage over time, for a medium length of time (+potency, +chance).(-reuse)

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


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Sudden Smash

Classes and Levels: Wizard(1)

School: Wizard (Skill)

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

Wizards, unlike their Mage cousins, do not require an essence shard to use magics. This
gives Wizards the freedom to use staffs and other types of wooden rod like weapons. Staff
Smash is an easy skill anyone can learn, but a true Master Wizard makes it work for them by
enhancing their kinetic abilities on top of smashing a foes head in!

Sudden Smash (single victim): deals blunt damage based on non-crossbow weapon power and
strength (becomes more powerful with character level) (+potency) and deals stun effects

Additionally (user), it decreases delay of kinetic spells for the next 1 trigger or until
the effect dissipates (+triggers, +duration).(-reuse)

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


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Twirling Stave

Classes and Levels: Wizard(18)

School: Wizard (Skill)

Syntax: use twirlingstave

There comes a time when a Wizard must resort to physical attacks rather than using his or
her magical prowess. The Arcane Order instills in their students that magic must used only
as a final act – when no other avenues can solve a solution. In particular, for when
physical incidents arise, Wizards lean on their mastery of staves. By twirling their rods,
they are able to leap into the battle while simultaneously protecting themselves from
counter attacks. This is why Wizards are regarded as formidable foes when their rods are
brought to bear!

Twirling Stave (user): applies only area based affects:

Additionally(user), it increases melee damage mitigation by 50% for a short length of time
applies only area based affects:

Additionally(victims in the room), it deals blunt damage based on non-crossbow weapon power
and strength (becomes more powerful with character level) (+potency).(-reuse)

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


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Void Bolt

Classes and Levels: Wizard(35)

School: Wizard (Spell)

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

Wizards can harness a part of the void to unleash devastation bolts upon their foes. This
is at great cause to their own person though – slowing their actions for a short time.

Void Bolt (single victim): deals kinetic damage based on intelligence (becomes more
powerful with character level) (+potency)

Additionally (magic user), it increases delay for a short length of time (-duration).(-reuse)

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


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Wizard Mastery

Classes and Levels: Wizard(100)

School: Wizard (Skill)

Syntax: automatic

The Wizard has reached an apex – great power with the kinetic forces and staff!

Wizard Mastery (automatic): increases damage done by 33% (+potency) and increases all
critical damage by 16% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Wizard’s Lab

Classes and Levels: Wizard(20)

School: Wizard (Skill)

Syntax: use wizardslab setup – builds your Wizard’s Lab at this current location

Syntax: use wizardslab craft <recipe slot> – crafts using the selected recipe with the ingredients inside of the Wizard’s Lab

Syntax: use wizardslab list – lists all recipes

Syntax: use wizardslab view <slot> – views recipe at the indicated slot

The Wizard’s Laboratory is the area where wondrous and great artifacts are constructed! The
Wizard always prepares best for a future adventure at his local laboratory. In a strange
display of comradely, it is not uncommon for Wizard’s to share labs amongst others – under
the pretense that any knowledge or data viewed will simply not be understood by the
visitor!

A Wizard’s Lab can be constructed by acquiring 1 integral essence, 2 small granite bricks,
and 3 maple slabs.

Wizard’s Lab (user): gives the Wizards the power to craft wonderous things! The Wizard
constructs his or her lab and then places items inside to craft. Items such as essence
flasks and essence charges may be crafted. (This is in the initial release – please suggest
more crafting!)
Note: You must have placed in the lab the exact amount of items for a recipe. No more, no less.

TRAINING KEY:
chance – chance of failure/success


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