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Telana

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Posts posted by Telana

  1. THe Warrior


    warrior-sm.jpg

    Available Races

    archai-motif.png

    Archai

    dark-myr-motif.png

    Dark Myr

    dwarf-motif.png

    Dwarf

    elf-motif.png

    Elf

    halfling-motif.png

    Halfling

    human-motif.png

    Human

    ogre-motif.png

    Ogre

    skar-motif.png

    Skar

    Much more than a soldier or mercenary, the Warrior seems to defy limits of physical strength, ability and resilience. However, she is not content with fortitude alone, but refines her mind as well, becoming a master strategist amidst the mayhem of battle.

    Group Role: Tank, Utility

    Combat Resource: Battle Points, Resilience

    Battle Points - Warriors can accumulate up to five Battle Points represented in the UI by a row of five shields, filling one at a time as Battle Points are accumulated during combat. Warriors will then be able to use these Battle Points to perform heroic feats during battle.

    Resilience - When all of the Warrior’s armor, natural toughness and magical enhancements have been applied, Resilience is the final layer that sits on top and represents the Warriors skill in leveraging all of these elements in defending themselves. A Warrior with high Resilience who knows how to maintain it in the heat of battle is unrivaled in raw, physical durability. Therefore Resilience is not a resource that Warriors spend; rather, they work to keep it as high as possible during combat, or to build it up again if it breaks down.


    Available Armor

    All armor including full platemail. Warriors can gain a 20% bonus to their overall Armor Class through the Armor Proficiency skill.

    Available Weapons

    All weapons, though Warriors are most suited for using shields in their off-hand, with several of their Tanking abilities requiring shields.


    Featured Abilities

    War Horn

    You sound an ominous war horn, either inflicting fear in your enemies or inciting them to face you in battle.

    The Will to Live

    Your will to live surges forth, increasing your Dodge and Parry chance, granting a bonus to healing effects cast on you and locking your Resilience to full for the duration of the effect. (Uses 1 Battle Point)

    Resilient Leader

    Passive Ability. A portion of your Resilience is restored when you receive healing from a member of your group.

    Storm

    You charge at your enemy with furious speed, stunning them briefly. Only usable out of combat. (Grants 1 Battle Point)

    Close the Gap

    You leap to your enemy’s location up to 8m away. Only usable in combat. (Grants 1 Battle Point)

    Battering Ram

    You summon your immense physical strength and rush forward, breaking through certain barriers in the environment that have grown weak and unstable. The higher your Strength, the more types of barriers you will be able to break through.

    War Hero

    You rush to the location of a group member to rescue them from imminent danger, transferring a portion of the enemy’s current Hate towards them onto you. If your Charisma is above a certain threshold, the group member's actions will generate less hate for a short time. (Uses 1 Battle Point)

    Battle Formations

    Warriors can command several Battle Formations to enhance their group in different situations:

    Conquest (Useable when an active enemy enters a fleeing state)
    The Conquest formation boosts the melee and spell casting speed of your group by a small amount. (Uses 1 Battle Point)

    Regroup (Useable when a member of your group dies)
    The Regroup formation boosts your group’s movement speed slightly and refreshes all of your cooldowns and your defensive target’s cooldowns. (Uses 1 Battle Point)

    Unyielding (Useable when you are in active combat with 3 or more enemies)
    The Unyielding formation boosts the Armor Class of all group members, transfers X% of all damage taken by the group to the Warrior while active and restores a portion of your Resilience each time you slay an enemy. (Uses 1 Battle Point)

    War Banners

    The Warrior is capable of planting a variety of banners in the ground, providing a wide array of beneficial and detrimental effects to friends and foes nearby.

    Challenger's Banner
    Group - Increases the resource generation rate for the Melee classes in your group.
    Self - Causes your Resilience to replenish automatically at a rate determined by your Constitution.
    Enemies - Your attacks generate additional Hate on enemies in range of this banner.

    Banner of Arms
    Group - Improves the chance to hit with melee attacks.
    Enemies - Your enemies are less likely to dodge your group’s melee attacks when in range of this banner.

    Shieldman's Banner
    Self - Increases the damage reduction of your Shield Block ability.

    Rallying Banner
    Group - Reduces the duration of control effects afflicting members of your group.
    Enemies - Increases the duration of control effects applied by your group on enemies in range of this banner.

    Banner of Onslaught
    Group - Improves the critical strike chance and damage from melee attacks.
    Enemies - Your enemies become more vulnerable to physical damage when in range of this banner.

    Banner of Havoc
    Enemies - Your enemies are less likely to hit with Ranged attacks when in range of this banner.

    Battle Cries

    Howl of the Warrior
    After performing a critical strike, you can unleash a booming howl that guarantees your next attack will be a critical strike that also causes your enemy to bleed. (Grants 1 Battle Point)

    Breaker's Roar
    Frees you from all loss of control effects and makes you immune to them for X duration. (Uses 1 Battle Point)

    Rageful Shout
    You unleash a rage-filled shout, allowing you to use Taunt without cooldown for a short time. (Uses 1 Battle Point)

    Melee Abilities

    Taunt

    Taunts your enemy, briefly forcing them to attack you and generating increased Hate for that duration.

    Shield Slam

    You slam your shield into your enemy, disorienting them with a high chance of interrupting their spell casting and a small chance of stunning them briefly. These chances can increase based on your Strength, Dexterity and Shield Mastery. (Grants 1 Battle Point)

    Shield Block

    You raise your shield to meet your attackers, dramatically reducing the physical damage you receive for 2 seconds and converting X% of it into Resilience. If timed correctly, you will reduce the damage of an enemy’s Devastating Attack by up to 50% based on your Strength, Constitution and Shield Mastery. Certain shields may have material properties that can reflect magical damage when using Shield Block. (Uses 2 Battle Points)

    Wall of Shields

    Link shields with another Warrior in your group or raid and incite all enemies in a 12m radius to attack both of you. For the duration of Wall of Shields, enemy damage will be mitigated using both Warrior’s combined Resilience. Both Warriors will take the same damage per hit after mitigation while the effect lasts. (Uses 3 Battle Points)

    Angering Blow

    Strike your enemy in a provoking manner, making them angry. While angry, your attacks will generate additional Hate. (Grants 1 Battle Point)

    Strike of Breaking

    A fierce, well-placed strike that lowers your enemy’s Physical Mitigation. (Grants 1 Battle Point)

    Shoulder Crash

    Slam into your enemy with a vicious, close quarters attack. If your enemy is at 30% health or less, you will gain the Upper Hand, restoring some of your Resilience and increasing your Strength by 20% of your overall health for a short time.

  2. The Shaman


    shaman-sm.jpg

    Available Races

    archai-motif.png

    Archai

    elf-motif.png

    Elf

    human-motif.png

    Human

    ogre-motif.png

    Ogre

    skar-motif.png

    Skar

    It is rumored that Shamans live in every age at once. It is a second sight, allowing them to sense the threads of energy woven through Terminus’ past. It is this unique gift that allow Shamans to discern the ancestry of friend or foe, wielding this knowledge in the form of powerful Boons - or frightful Banes.

    Group Role: Healer, Support, Utility

    Combat Resource: Mana, Vision

    Shamans gain Vision as a percentage of the effective healing they perform on themselves and their allies. The more Vision a Shaman accumulates, the faster their spell-casting speed becomes, up to a total of X%. This is represented in the UI by a closed eye in the character portrait. As a Shaman’s Vision increases, the eye will progressively open until full.


    Available Armor

    Cloth
    Leather
    Light Mail

    Available Weapons

    One-handed Blunt
    Two-handed Blunt
    One-handed Piercing
    Shields


    Featured Abilities

    Chase the Wind

    Wind Boon. You summon a gale of wind to propel you forward, greatly increasing your Movement Speed by X% for Y seconds.

    Primordial Bonds

    Passive Ability. Your healing abilities will also heal you for X% of the effective healing on others.

    Keeper of Elemental Mysteries

    Passive Ability. You receive an X% bonus to your Healing abilities for each Elemental school you have active on an Offensive target (Water, Fire, Earth, Wind, Animus, Ancestral).

    Ancient Focus

    Passive Ability. Because of the Shaman’s temporal freedom, their Health and Mana generation rates do not slow while in combat.

    Agewalker's Companion

    Every Shaman begins their journey with a Spirit Companion, usually in the form of a Spirit Wolf Cub or a Spirit Bear Cub. In this form, the Spirit Companion will stay by your side, but will not interact with your enemies or the environment in any way. At level 10, the Shaman will lead their Spirit Companion through a Rite of Passage, turning the cub into its adult form. In this state, your Spirit Companion begin aiding you in battle at your command. It will also grow in strength as you do, gaining access to a host of unique abilities along the way.

    Agewalker's Gift

    Passive Ability. Upon death, you will enter an ethereal state for X duration before returning to your bind location. While in this state, you are undetectable to your enemies. Also, you may interact with your physical corpse by dragging it to a different location within X meters of where you died. When this effect ends, your Defensive target will regain x% of their Max Health and Mana. You cannot drag the corpses of other players while in this state. You may use Part the Veil while in this state.

    Part the Veil

    You guide the spirit of a fallen ally back to their physical body, restoring them to life. Causes Resurrection Sickness. Cannot use this ability while in combat.

    Using this ability while Agewalker’s Gift is active will restore the fallen ally to life with full Health and Mana and is usable in combat. When used in this way, this ability will not cause Resurrection Sickness.

    Primal Fury

    Ancestral Boon. Fills your ally with primal fury, increasing their critical strike chance of physical and magical abilities by X%. While active, every successful critical strike will further increase their critical strike chance up to Y% for the duration of the effect.

    Grip of the Crags

    Ancestral Boon. Imbue yourself and the members of your group with the nature of the ancient Mountain Dwellers, increasing Strength and Stamina by X for Y duration.

    Reptilian Veil

    Animus Boon. Imbue yourself and the members of your group with the nature of the ancient Dragons of the Sea, increasing Poison and Disease resistance by X and the natural Health Regeneration rate by Y% for Z duration.

    Mark of the Fireclaw

    Fire Boon. Imbue yourself and the members of your group with the nature of the ancient Dragons of the Air, increasing Fire and Nature resistance by X and Agility and Dexterity by Y for Z duration.

    Skymane's Momento

    Wind Boon. Fills your ally with the nature of the ancient Skymanes, increasing their Attack Speed by X% for Y duration.

    Interlocking Stones

    Earth Boon. You create a network of interlocking stones around yourself and the members of your group, increasing Armor Class by X for Y duration.

    Adept's Theory

    You peer deeply into the ancient mysteries of Terminus, increasing your Wisdom by X for Y duration.

    Cleansing Flame

    Carefully apply a plume of fire to purge your ally of a Poison or Disease.

    Walk the Ages

    Mark a moment in time, leaving an imprint of your spirit where you are currently standing for X duration. When you activate Walk the Ages again, you will instantly return to this location. You cannot cross zone lines with this ability.

    Healing Abilities

    Mantle of Mist

    Water Boon. A powerful ability that heals your ally over time, recovering up to X% more Health with each pulse the longer the effect lasts.

    Gift of the Rainlands

    Water Boon. You send forth a rush of restorative waters, healing each member of your group over time for X duration. If Mantle of Mist is active on the target, the healing pulses of this ability will critically heal.

    Hand of Aivelu

    Primal Oath: Water. Amplifies a Water Boon on an ally, creating a surge of healing waters that directly heals your target ally for a moderate amount and the members of your group for a small amount.

    Gate of Forgotten Eras

    Ancestral Boon. You open an ancestral gateway around a member of your group. While this gateway is active, the group member is unable to move and all damage against them will be delayed for X seconds. When the gateway closes, the total damage will be dispersed evenly among your group. Only usable on yourself or a member of your group.

    Hurry the Past

    All healing over time abilities on you and your group members will instantly finish their durations, directly healing their target for the remaining amount. These abilities are then refreshed on their target as if they were just applied.

    Offensive Abilities

    Shackle of the Dust Eater

    Ancestral Bane. Inflicts your enemy with the nature of the ancient Dust Eaters, decreasing their Strength and Stamina by X and slows their combat resource generation by Y% for Z duration.

    Headwinds

    Wind Bane. Bombard your enemy with cross-cutting winds, distracting them and reducing their Aggro and Assist Radius by X meters for Y duration.

    Sting of the Scorpion

    Animus Bane. A Bane of potent venom, damaging your enemy over time with Nature damage and making them more vulnerable to Nature-based attacks.

    Fang of Harune

    Primal Curse: Animus. Amplifies an Animus Bane on your enemy to release a surge of deadly venom into their veins, inflicting Nature damage.

    Choking Thirst

    Water Bane. A Bane that sucks the moisture from your enemy’s body, damaging them over time with Nature damage and making them more vulnerable to Poison and Disease-based attacks.

    Deluge

    Water Bane. A Bane that drenches all enemies in the target area with viscous moisture, slowing their movement speed and disrupting their health regeneration for X duration. Causes affected targets to become Wet.

    Wreath of Coals

    Fire Bane. A Bane of excruciating flame, damaging your enemy over time with Nature damage and making them more vulnerable to Fire-based attacks.

    Scorched Fog

    Primal Bane: Fire. Amplifies a Fire Bane on your enemy, creating a dense cloud of black smoke that obscures their vision, slowing their attack speed by X% and making their melee attacks more likely to land as a Glancing Blow for Y duration.

    Weathering

    Earth Bane. You erode the earthen elements within your enemy’s armor, reducing their Armor Class by X for Y duration.

  3. The Rogue


    rogue-sm.jpg

    Available Races

    dark-myr-motif.png

    Dark Myr

    dwarf-motif.png

    Dwarf

    elf-motif.png

    Elf

    halfling-motif.png

    Halfling

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    Human

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    Gnome

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    Skar

    In the shifting sands of this fragile era, Rogues are sought out for the faceless affairs of nations. Yet their allegiance is rarely to a banner or creed, but to themselves. With daggers drawn, the treacherous Rogue is a ruinous force, unraveling their enemies with terrifying speed and efficiency. As melee specialists, Rogues have trained extensively with one-handed weapons, but are most deadly with a dagger in their main hand, plunged deep into the back of their enemy.

    Group Role: DPS, Utility

    While exceptionally skilled with dagger and blade, Rogues avoid combat unless it is on their terms. Masters of subterfuge, they plot their move from the shadows to avoid detection. They will find an opening of opportunity, or rely on their alchemical talents to create one themselves. When the moment arrives, there are few on Terminus who can match the deadly precision of a Rogue's onslaught. And fewer still who can disappear in the wake of such carnage as if they were never there.

    Combat Resource: Endurance


    Available Armor

    Cloth 
    Leather 
    Light Mail

    Available Weapons

    Daggers 
    Throwing Knives 
    Most One-Handed Weapons


    Featured Abilities

    Pilfer

    You attempt to steal an item from your target without them noticing. (Requires Sneak)

    Trapworks

    Through tedious and often painful trial and error, Rogues have become adept at detecting and disarming mechanical traps.

    Sneak

    Enables silent movement. Must be behind your enemy to remain unseen.

    Hide

    Become invisible to living, non-magical targets. Any movement or action will cancel the effect. (Requires Cover)

    Shadow Walk

    Rogues have carefully honed their craft of sneaking around and hiding in the shadows. But Rogues who have learned to Shadow Walk have developed the ability to seemingly bring the shadows with them, remaining unseen while moving. While Shadow Walk is active, you are invisible to living, non-magical targets and can move around freely at reduced speed. (Consumes mana over time)

    Shadow Dwell

    Rogues can evolve their Shadow Walk ability into Shadow Dwell, achieving a nearly supernatural degree of stealth which does not require mana to sustain.

    Poison Craft

    Poison Craft is a cornerstone of the Rogue's repertoire. Throughout their career, Rogues will develop an ever-growing proficiency in creating, applying and neutralizing poisons of greater variety and potency.

    Length of Rope

    Let down a length of rope which your group members can climb.

    Melee Abilities

    Blackjack Kick

    A swift kick that gives you leverage, increasing your attack speed for a short time.

    Waylay

    Cross-strike your enemy with both weapons at once, inflicting high damage.

    Leaking Wound

    Inflict your enemy with a Bleeding wound, causing damage over time and making them more vulnerable to Physical damage.

    Toxic Wound

    Inflict your enemy with a Toxin-laced cut, causing damage over time and making them more vulnerable to Poison damage.

    Backstab

    Plunge your dagger deep into your enemy’s back, inflicting very high damage. You must be behind your target. (Requires Dagger in main hand)

    Veiled Strike

    Strike at your enemy's eyes with a hidden blade, reducing their Hate towards you by twice the amount of damage this ability inflicts. The amount of Hate reduced can increase beyond this amount based on your Dexterity.

    Shadowfall

    Descend from above on your enemy, inflicting very high damage with a guaranteed critical strike. Shadowfall is only usable out of combat. (Requires Shadow Walk or Shadow Dwell)

    Alchemical Abilities

    Smoke and Mirrors

    Smash a vial at the feet of your enemy, releasing caustic smoke into their eyes and nose, incapacitating them for 24 seconds. Any damage to your target will break the effect.

    Flash Bomb

    Throw a flash bomb at your feet, immediately ending combat. This ability automatically activates Shadow Walk or Shadow Dwell.

    Sleeping Powder

    Blow a cloud of sleeping powder into the air. The Rogue and all enemies caught in the cloud will be put to sleep for up to 24 seconds. Any damage will break the effect.

    Pressurized Flask

    Throw a sealed flask of pressurized air at target location. The flask shatters on impact, creating a loud noise that draws the attention of nearby enemies for a short time.

    Unstable Mixture

    Throw a vial of hastily combined ingredients at your enemy, causing an unpredictable effect.

  4. The Ranger


    ranger-sm.jpg

    Available Races

    elf-motif.png

    Elf

    halfling-motif.png

    Halfling

    human-motif.png

    Human

    The wilds of Terminus call to Rangers, drawing them deeper into its mysteries. It is in these untamed regions of the world that Rangers are forged into versatile and ferocious warriors, united with the land and animals they commune with.

    Group Role: Melee and Ranged DPS, Utility

    The Ranger excels at both melee and ranged combat, able to weave between the two with elegant ease. In close combat, Rangers prefer the use of one-hand weapons over two-handed, able to deliver devastating damage with swift precision. When the Ranger chooses to withdraw from close quarters combat, they can masterfully employ bows and crossbows to inflict lethal ranged damage, restrain enemies, illuminate their environment, set traps or flee from danger.

    Combat Resource: Momentum

    In combat, Rangers will constantly generate Momentum as a percentage of the damage they deal. In addition, certain melee and range abilities will increase a Ranger's Momentum by a certain amount when used. Other abilities will have a Momentum cost in order to be performed.

    The more Momentum a Ranger has, the faster their melee and ranged attack speed becomes, up to a 20% increase when Momentum is full. When a Ranger chooses to spend Momentum, their melee and ranged attack speed will slow in proportion until the Ranger builds their momentum up again.


    Available Armor

    Cloth 
    Leather 
    Light Mail

    Available Weapons

    Bows 
    Crossbows 
    Most One-Handed Weapons


    Featured Abilities

    Valeguard's Stride (Passive)

    Increases your movement speed after being outside for a short time. Returning inside will cancel the effect after a short time.

    Lay of the Land: Ferret Scout

    Control a small Ferret to scout a short distance ahead.

    Lay of the Land: Hawk Scout

    Control a Vale Hawk to scout a farther distance ahead from the air. Outside only.

    Beckon: Vale Hawks

    You beckon a pair of Vale Hawks to lift and carry you to target location.

    Beckon: Vale Striders

    You beckon a pack of Vale Striders, which run alongside you, dramatically increasing your movement speed for a short time.

    Hidden Snare

    A hidden trap that wraps an enemy's feet in tight, thorny vines. This roots the enemy in place for up to 30 seconds, causing damage over time. Any additional damage will break the effect.

    Flare

    Launch a burning arrow that sticks into the ground at target location, acting as a torch for a short time.

    Ladwen's Whisper

    Reduces the aggro radius of target animal for a short duration.

    Tracking

    You are adept at noticing things others would easily miss. Your skill in Tracking allows you to find specific targets in a large area by tracking their location.

    Kaylen's Command

    You speak in a commanding voice to target animal, immediately ending combat and making target animal friendly towards you for a limited time.

    Forage

    Survey the surrounding area for a chance of finding natural food, drink or unique ingredients the Ranger can use to create Balms, Tonics and Weapon Coatings.

    Examples:

    Arrow Coating: Wild Hyacinth 
    For X duration, your ranged attacks will apply Y effect on your target.

    Weapon Coating: Brightfire Sap 
    Apply to the blade of your weapon, causing it to glow as a weak light source for 24 minutes.

    Sugarberry Tonic 
    Grants a bonus to Momentum generation from abilities for X duration.

    Moonrose Balm 
    Increases your natural health regeneration by X% for Y duration.

    Melee Abilities

    Ferocious Assault

    Unleash a flurry of rapid strikes with both weapons, inflicting Physical damage with a chance (50%) to interrupt your enemy's spell casting. The interrupt chance will increase beyond 50% based on your Agility and Dexterity.

    Beckon: Thunderpaw

    Beckon a Thunderpaw Bear into battle which charges into your enemy, knocking them down and making them more vulnerable to physical damage for a short duration.

    Beckon: Panthras

    Beckon a Panthras into battle which ravages your enemy for a short time, inflicting high damage and making them more vulnerable to physical attacks.

    Withdraw

    Kick off of your enemy as you fire a point-blank shot, vaulting backwards 8m. (Automatically toggles Ranged auto attack)

    Ranged Abilities

    Silent Arrow

    A carefully aimed shot that inflicts devastating damage to your enemy. If your enemy is currently caught in a trap, this ability will critically hit. Additionally, Silent Arrow will inflict bonus damage if outdoors. Silent Arrow is only usable out of combat. (Manually Aimed. If in 3rd person view, activating this ability will move the camera into an over-the-shoulder perspective. 1st person view will not be affected.)

    Warning Shot

    (Requires Offensive target) Fire an arrow into the ground at target location which is attuned to your Offensive target. When this target moves within 10m of the Warning Shot, it will fire off a loud warning sound and relay a message that the target is approaching.

    Harpoon Shot

    Fire an arrow with a rope attached, allowing you to pull your enemy 2 meters toward you.

    Weighted Bolt

    Fire a heavy, blunted bolt at your enemy with enough force to knock them 2 meters away from you.

    Glass Arrow

    Fire a special arrow with a glass tip which explodes on impact, dealing damage to nearby enemies with a chance to cause Bleeding.

    Aim to Kill

    Rapidly fire 3 arrows at your enemy, with a chance to fire up to 2 additional arrows based on your Agility and Dexterity.

  5. The Paladin


    paladin-sm.jpg

    Available Races

    dwarf-motif.png

    Dwarf

    human-motif.png

    Human

    Once a Cleric themselves, the Paladin has felt a call that transcends the rigid customs of the Cleric Order. Led by their convictions, the Paladins set off on their own to carry out their righteous judgment as they see fit.

    At its core, the Paladin is a plate-armored, melee specialist imbued with celestial power. This enables them to wield spoken rebukes with awesome effect. In addition, by shedding the dogma of the Cleric Order, they have devoted themselves to the study of arms and armor, giving Paladins renowned ability in defensive combat. Perhaps most iconically, the Paladin is driven by an unquenchable hatred of Undeath, a flame they have stoked into a ceaseless pursuit. Thus, a Paladin is never more fierce than when they stand face to face with Undeath.

    Group Role: Tank, Utility

    Combat Resource: Wrath, Reckoning Points

    In combat, Paladins will gain Wrath as they take damage from enemies. Paladins will also gain an amount of Wrath based on their Constitution every time their group slays an enemy. Also, certain abilities will increase a Paladin’s Wrath by a certain amount when used. Other abilities will have a Wrath cost in order to be performed.

    In addition to Wrath, Paladins will be able to generate up to 3 Reckoning Points represented in the UI by a row of 3 suns, filling one at a time as Reckoning Points are accumulated during combat. Paladins will then be able to use these Reckoning points to perform heroic feats during battle.


    Available Armor

    All armor including full platemail

    Available Weapons

    One-Handed Edged
    One-Handed Blunt
    Two-Handed Edged
    Two-Handed Blunt


    Featured Abilities

    Sense Undeath

    Passive Ability. When Undeath is nearby, flames of celestial light will begin to flicker around the Paladin.

    Venger's Vow

    Passive Ability. You cannot be stunned by Undead enemies.

    Knight’s Persuasion

    You leverage your charismatic presence to persuade a target Humanoid to lay down their arms for the sake of peace. If successful, immediately ends combat and makes target Humanoid friendly towards you for a limited time. The higher your Charisma, the more likely a successful persuasion will occur. (Uses Wrath. If successful, restores the Wrath used and generates 1 Reckoning Point)

    Atone

    You sacrifice half of your health to resurrect a fallen ally. If you are below half health when you use this ability, you will be brought to 1 point of health and left in an Overzealous state, obstructing healing effects on you for X seconds. (Uses 2 Reckoning Points)

    Fiery Aegis

    You send a wall of celestial flame rushing forward, purging you of all Poison and Disease effects and knocking down all enemies in its path up to X meters. (Generates Wrath)

    Wrathful Aegis

    You radiate celestial flame that burns and laps at your enemies, generating X hate every second for all enemies with Y meters of you. (Generates Wrath)

    Brilliant Aegis

    You release a concentrated burst of celestial light, blinding your enemies for X duration. This ability can also serve as a brief light source in Atmospheres of supernatural darkness. (Generates Wrath)

    Golden Aegis

    You consolidate celestial light around you into a sheer barrier, making you invulnerable to all damage for a short time. (Uses 1 Reckoning Point)

    Lightful Avenger

    Passive Ability. In combat against an Undead enemy, your attacks will do additional Divine damage and have a higher chance to critically hit, your Wrath gains from abilities will be increased by X%, your Wrath gains from damage inflicted by Undead will be increased by X%, Undead who strike you in combat will take Divine damage and your critical melee strikes will generate Reckoning Points.

    In addition, while in the Lightful Avenger state, all damage you receive from Undead enemies will be reduced by X% before your normal mitigation is counted. The amount of damage reduced by Lightful Avenger will be converted to health and spread evenly through the group as healing. This effect cannot occur more than once per second.

    Venger Hymns

    As a former Cleric, you remember the hymns that once filled the chambers of the Order. As a Paladin, you have left those halls in the pursuit of justice, but carry these songs and their celestial power with you into battle. Once activated, these abilities persist until you cancel them or choose a different Hymn.

    Hymn of Devotion
    All of your direct healing abilities will have a small heal-over-time component added to them.

    Hymn of the Stronghold
    Your group will receive X% of your overall Armor Class added to their own.

    Hymn of Justice
    50% of the Wrath you spend will be refunded when your Damage or Healing abilities critically land.

    Evensong

    An ancient hymn that empowers the Paladin, amplifying the next ability they use:

    Glory and Honor
    The healing is applied to you as well.

    Miraculous Shimmer
    Heals the group member for X% of their missing health.

    Atone
    Resurrected allies will have more of their health and mana restored.

    Arcing Light
    Jumps to all group members before fading.

    Living Light
    Damages all enemies within X meters of you.

    Melee Abilities

    Incite

    Incite your enemy to battle, briefly forcing them to attack you and generating increased Hate for that duration.

    Fervent Strike

    A powerful melee attack. If your enemy is stunned, this attack will critically hit and generate a large amount of hate. (Generates Wrath)

    Lance of the Lightful

    A sudden bolt of celestial light that impales your enemy before dissipating. This ability has a high chance to stun enemies that are fleeing. (Generates Wrath)

    Lightguard

    You imbue your shield with celestial light, increasing your chance to Block for a short time. If using a two-handed weapon, this ability will increase your chance to Parry. While Lightguard is active, your Blocks and Parries will stun the attacking enemy. (Uses Wrath)

    Pommel and Cross

    You strike your enemy with the pommel of your weapon, followed by a sweeping strike that damages all enemies in front of you up to X meters away. The initial pommel strike has a chance to stun that target. (Uses Wrath)

    Glorified Self

    You send forth a shining image of yourself to battle an enemy for a short time. The length of time your image will detain an enemy in combat will increase based on your Wisdom and Charisma. (Uses Wrath)

    Miraculous Shimmer

    You leave a shining image of yourself behind to detain an enemy while you move with miraculous speed to a location near the group member with the lowest health. The length of time your image will detain an enemy in combat will increase based on your Wisdom and Charisma. (Uses Wrath)

    Chastening Blow

    You imbue your weapon with searing light as you swing it into your enemy. This attack is able to strip profane and curse related enhancements from enemies. (Uses Wrath)

    Hallowed Assault

    Paladins can evolve their Chastening Strike ability into Hallowed Assault, allowing them to strip the Marks of High Mortals from their enemies. (Uses Wrath, Uses 1 Reckoning Point)

    Edict of Celestial Fury

    You recite a sacred word of power, reflecting the next melee attack or spell back at the attacker. (Uses Wrath, Generates 1 Reckoning Point)

    Edict of Celestial Force

    You recite a sacred word of power, hurling your target backwards up to X meters. The distance they are pushed is based on your Strength and Wisdom. (Uses Wrath, Generates 1 Reckoning Point)

    Edict of Celestial Might

    You recite a sacred word of power, pulling an enemy within X meters to you. (Uses Wrath, Generates 1 Reckoning Point)

    Edict of Celestial Authority

    You recite a sacred word of power that stuns your enemy for a short duration. This ability cannot be resisted unless target is immune to stun.

    Healing Abilities

    Oathflame

    A swift burst of celestial flame that lightly heals your defensive target. (Generates Wrath)

    Arcing Light

    Instantly restores a small amount of your health, then jumps to two additional group members, healing X% more each jump. (Uses Wrath, Generates 1 Reckoning Point)

    Living Light

    You send forth flames of celestial light all around you, healing all members of your group. (Uses 1 Reckoning Point)

    Glory and Honor

    For X duration, Y% of the damage you deal to your offensive target is converted into healing for your defensive target.

  6. The Monk


    monk-sm.jpg

    Available Races

    archai-motif.png

    Archai

    dark-myr-motif.png

    Dark Myr

    human-motif.png

    Human

    skar-motif.png

    Skar

    The way of the Monk is a path of harmony between the body and the soul. Through longstanding discipline Monks have transformed their very being into resilient, living weapons which they are able to wield against their enemies with devastating effect.

    Group Role: Melee DPS, Off-Tanking, Utility

    It is through the Way of the Body that Monks develop the strength and control to perform their devastating physical attacks. Monks use strong, deliberate strikes with their hands, feet and martial weapons that focus vital points on their enemy and exploit weaknesses with crippling power.

    But Monks do not rely on technique and muscle alone - they must also develop themselves internally, along the Way of the Soul. By cultivating this bond between their body and soul, Monks are able to manipulate their internal energy known as Chakra. This internal flow of Chakra is held back by a series of six gates, like water behind a sequence of dams. The Monk must learn to open these gates in order to wield their Chakra without limits, releasing it in a torrent of punishing damage, or in the form of powerful defensive and self-healing abilities.

    The 6 gates are known as: The Gate of Anger, the Gate of Peace, the Gate of Sorrow, the Gate of Joy, the Gate of Balance and the Gate of Release.

    Combat Resource: Chakra (6 Gates)

    In combat, Monks will constantly generate Chakra as a percentage of the damage they deal. In addition, certain abilities will increase a Monk's Chakra by a certain amount when used.

    As a Monk increases their pool of Chakra (represented by a resource bar that fills left to right, 0 to 100), they will open consecutive Chakra gates along the way (represented by segments within the bar) until all 6 gates are open. Some of the Monk's abilities will have a Chakra cost in order to be performed. Others will require a certain Chakra gate to be open and when used will expend all of the Chakra it has taken to open that Chakra gate.


    Available Armor

    Cloth 
    Light Leather 
    Monk-Specific Martial Armor

    Available Weapons

    Hand-to-hand 
    Martial Weaponry 
    Most Blunt Weapons 
    Shuriken


     

    Featured Abilities

    Elbow Strike

    Attack with a quick melee strike.

    Flurry Punch

    Attack with a series of rapid punches.

    Setting Sun Kick

    A precise kick that slows your enemy's spell casting speed. (Generates Chakra)

    Rising Moon Kick

    A powerful kick that deals high damage to your enemy. If used within 10 seconds of Setting Sun kick, this ability will increase your Strength for a short time. (Generates Chakra)

    Blast of Chakra

    Release all of your Chakra in a violent explosion of energy, inflicting very high damage to your enemy. This ability will stun you and your enemy for 3 seconds. (Uses Chakra. Requires the Gate of Release to be open)

    Mountain Pose

    Your body becomes hard as stone, purging most Poison and Disease effects and increasing your Armor Class for 10 seconds. (Uses Chakra. Requires the Gate of Peace to be open).

    Strike of the Wandering Wind

    A powerful technique that inflicts your enemy with all of the Physical damage you have taken in the last 5 seconds and heals you for the same amount. (Uses Chakra. Requires the Gate of Balance to be open)

    Kick of the Raging Gale

    A flying kick that does very high damage to your enemy and knocks them back 1 meter. (Generates Chakra)

    Kata of the Flickering Flame

    A well-timed series of attacks designed to disorient your enemy, inflicting damage with each hit and reducing their hatred toward you.

    Kata of the Wandering Wind

    You align your attacks with the flow of your Chakra, dramatically increasing your chance to Dodge and counter-attacking every melee attack that does damage to you.

    Iron Palm

    A heavy blow to your enemy's head which angers them, generating high threat and causing them to focus on fighting you for 3 seconds. (Generates Chakra. Requires the Gate of Anger to be open)

    Feign Death

    You stop breathing and fall to the ground, appearing dead to most creatures.

    Inner Fountain

    Through intense concentration and strength of will, you completely fill your Chakra pool, opening all 6 gates.

    Harmonious Bond

    Perfectly align your body and soul, instantly restoring 10% of your total Health, increasing your attack speed and restoring an additional 15% of your total health over a short time. (Uses Chakra. Requires the Gate of Joy to be open)

    Resonating Palm

    A powerful strike that inflicts high damage and heals you for 60% of the damage dealt. This percentage of healing can increase above 60% based on your Constitution. (Uses Chakra. Requires the Gate of Sorrow to be open).

  7. The Druid


    druid-sm.jpg

    Available Races

    archai-motif.png

    Archai

    dark-myr-motif.png

    Dark Myr

    elf-motif.png

    Elf

    halfling-motif.png

    Halfling

    human-motif.png

    Human

    ogre-motif.png

    Ogre

    The wild-eyed Druid has answered a dangerous call: to embrace the natural world of Terminus and peer into its mysteries. With the manifold fragments of other worlds and realms now on Terminus, the landscape is highly diverse and treacherous. For this reason, Druids are often revered as visionaries who can see beyond the fragmented terrain and into the heart of Terminus itself.

    At its core, the Druid is a light-armored mystic who is able to draw out aspects of the natural world and imbue them into other living things or project them into their surroundings. But there is a fine line they must walk as they gaze ever-deeper into the secrets of Terminus. The Druids who learn to master these revelations are rumored to have incredible restorative abilities, while wielding the power to command the weather itself. Surely, there is rarely a display as awe-filled as this kind of fury when kindled.

    Group Role: Healer, Support, Utility

    Combat Resource: Mana


    Available Armor

    Cloth
    Leather

    Available Weapons

    One-Handed Blunt
    Two-Handed Blunt
    One-Handed Edged
    Shields


     

    Featured Abilities

    Masae’s Gift: Hirode the White Fox

    Passive Ability. As a preserver of the natural world, the Halfling Ward known as Masae has chosen to gift you with a mystical companion in the form of a small, white fox. Your fox is a manifestation of Masae’s own companion: the Great White Fox known as Herode. As you begin your journey, your soul will be bound to your fox companion, and her soul will be bound to you. Through this bond, the two of you will be capable of more and more powerful and diverse feats as you progress on your journey.

    Harness Trait

    Passive Ability. As a living conduit of the natural world, you are able to harness the Traits of natural things through tactile contact. Once harnessed, you may imbue these Traits into yourself and others. As you grow in power, you will be able to harness more powerful Traits from a wider variety of things. Only one Trait may be active on your target at a time.

    Reverberation

    Passive Ability. When an ally is under the effects of any of your healing abilities and they are healed by another player in the group, that healing effect will jump to another group member as well.

    Wild-Eyed Wanderer

    Passive Ability. Your covenant with the natural world has cultivated a unique sense of trust from the animals of Terminus, making most of them unlikely to attack you unless provoked.

    Storm Warden

    Passive Ability. It is said when a Druid is present, they become the heart of any storm. While a storm is active in the area, you will receive an X% bonus to the healing and damage you deal with abilities. (Outdoors only)

    Storm Keeper

    Epic Skill. Passive Ability. Your communion with the forces of nature is now absolute, allowing you to maintain your Storm Warden bonuses at all times, even indoors.

    Imbue Trait: Black Wolf's Swiftness

    You harness the speed and agility of the Black Wolf, allowing you to imbue these traits into your ally. This ability increases the Movement Speed of your target.

    Imbue Trait: Oaken Regeneration

    You harness the restorative nature of the Oak tree’s roots and branches. This Trait improves Health Regeneration and increases all healing your target receives by X%.

    Imbue Trait: Panthra's Claw

    You harness the deadly strength of the Panthras. This Trait greatly increases the Strength and Armor Class of your target and makes them nearly impossible to stun with physical attacks.

    Imbue Trait: Swiftgill's Fin

    You harness the aquatic nature of the Swiftgill. This Trait increases the swimming speed of your target and allows them to breathe underwater.

    Imbue Trait: Vale Hawk's Grace

    You harness the avian nature of the Vale Hawk. This Trait increases the target’s jump height and allows them to glide while falling.

    Imbue Trait: Grizzly's Resilience

    You harness the resilient nature of the Grizzly Bear’s frame. This Trait increases the Stamina and Armor Class of your target and makes them less likely to be stunned by physical attacks.

    Imbue Trait: Thunderpaw's Resilience

    You harness the resilient nature of the Thunderpaw’s frame. This Trait greatly increases the Stamina and Armor Class of your target and makes them nearly impossible to stun with physical attacks. (Replaces Grizzly’s Resilience)

    Mantle of Leaves

    You gather leaves to yourself and form them into a mystical cloak, making you invisible to living, non-magical targets. Outdoors only.

    Firefly

    You ask a firefly to travel with you for a while, providing a weak light source.

    Vinewoven Bridge

    You form a bridge out of interlocking vines, allowing you and others to cross a gap that is too wide to jump across.

    Wandering Stones

    Explorers have noted the presence of ancient, iridescent stones that stand within shrines hidden amid the groves and wilds of Terminus. These stones have come to be known as “Wandering Stones” and are seething with Druidic magic. Because of this, it is rumored that Druids are somehow able to attune to these Wandering Stones and travel between them. And perhaps there is even more to these stones than most realize...

    Healing Abilities

    Verdanfire Seed

    You plant a mystical seed within your ally. This seed protects the target by absorbing up to X damage based on your level. When this amount is reached, the seed will bloom and heal your target for the amount of damage it absorbed. Y% of the effective healing your target receives will be refunded to you as Mana. You may apply a Verdanfire Seed to as many targets as you like but only one seed may be active on a target at a time. Once the seed blooms and the healing is applied, you may not cast this ability on the same target for Z duration.

    Preserver's Wildfire

    You animate three tendrils of Verdanfire that lash around you wildly, damaging any enemy and healing any ally they touch. These tendrils grow longer and reach farther every second for the duration of the ability. You will be able to animate more than three tendrils based on your Wisdom, Intelligence and Constitution.

    Vinewoven Grove

    You encircle yourself with a wall of resilient vines. Enemies must deal enough damage to break through the wall before they are able to get to you. While inside the Grove of Vines you will regenerate X% of your Max Health for the duration or until the barrier is broken. Any movement will cancel the effect.

    Weave the Wind

    You weave the winds into a small tempest in front of your ally, stopping all physical ranged attacks from inflicting damage on that target for a short time.

    Verdanfire Tree

    You create a Verdanfire Tree at target location. All allies within a certain distance from the tree will receive healing over time. The amount of healing will increase dramatically the closer you are to the center of the tree. If Hirode’s Focus is active when you use this ability, the healing radius of the Verdanfire Tree will be increased for its duration. In addition:

    • The amount of damage absorbed by Verdanfire Seeds will increase dramatically if target is within the Verdanfire Tree’s effect radius.
    • Verdanfire Vines will also heal your group members for a small amount whenever they take damage if they are within the Verdanfire Tree’s effect radius.

    Hirode's Abilities

    Hirode's Flame

    You ask Hirode to release a surge of Verdanfire into your ally, healing them for a moderate amount.

    Hirode's Focus

    You ask Hirode to focus her attention on you. In this state, Hirode will be able to amplify several of your abilities.

    Hirode's Gaze

    You ask Hirode to set her gaze on your enemy, reducing their Nature and Fire resistance and making them more vulnerable to your attacks.

    Hirode's Presence

    You ask Hirode to stand beside your target ally. While she is near, whenever this target receives healing, Hirode will also heal the target for X% of that amount.

    Hirode's Shelter

    You ask Hirode to stand beside your target ally. While Hirode is near, all healing this target receives is increased by X%. Additionally, this target’s actions will generate less Hate until you call Hirode back.

    Hirode's Rescue

    You ask Hirode to bring your target group member to the center of the Verdanfire Tree with supernatural speed. Hirode will leave a patch of rockvines where your ally was standing, rooting the enemies within X meters of that location for Y duration. You must have a Verdanfire Tree active to use this ability.

    Hirode's Chrysalis

    You ask Hirode to plant a mystical seed within your ally. When this ally takes damage that would kill them, this seed prevents their death and blooms into a protective chrysalis. While inside the chrysalis, target cannot be damaged and will emerge with X% of their Max Health and Mana restored.

    Offensive Abilities

    Call Lightning

    You call a bolt of lightning to strike your enemy, inflicting Shock damage. If Call Lightning is used during a storm, strikes will inflict X% more damage and there is a chance for up to two additional strikes based on your Wisdom and your current level. Additionally, if the target is Wet each strike will be a guaranteed Critical Hit.

    Verdanfire Vines

    You grow a network of mystical vines around the members of your group. These vines will reflect X% of the physical and magical damage your group members receive back at the attacking enemy.

    Verdanfire Spear

    You hurl a spear of pure Verdanfire at your enemy, inflicting Nature and Fire damage. If Hirode’s Gaze is active on your enemy, this ability will Silence them for X duration.

    Upheaval

    You cause the ground beneath you to quake and roll, pushing all nearby enemies up to X meters away from you. If Hirode’s Focus is active when you use this ability, you may activate Vinewoven Grove without triggering its cooldown.

    Rockvine Tangle

    You cause powerful, thorn-covered vines to erupt from the ground and entangle your enemy, rooting them for X seconds and dealing moderate damage over time. This effect cannot be broken by damage. If Hirode’s Gaze is active on your enemy, this ability will crack your enemy’s defenses, reducing their Armor Class by X%.

    Gust of Leaves

    You send a strong gust of cross-cutting winds and leaves into your enemy's face, interrupting their spell casting. If Hirode’s Gaze is active on your enemy, this ability will cause the next ability that lands on this enemy to critically hit.

  8. The Dire Lord


    direlord-sm.jpg

    Available Races

    dark-myr-motif.png

    Dark Myr

    human-motif.png

    Human

    ogre-motif.png

    Ogre

    skar-motif.png

    Skar

    The Dire Lord is considered a myth by most. In the oral tradition of Terminus’ history, there are legends that speak of Dire Lords capable of mastering the crippling power of fear, with some able to manipulate the very essence of their enemies.

    The Dire Lord is a proficient combatant that is known for their swift and brutal melee attacks and their relentless self-healing. But while battling their enemy in a corporeal sense, Dire Lords are also waging war in the imagination of their foe. By infiltrating the essence of a being, the Dire Lord can ravage their enemy with horrifying phantoms, alter the properties of their essence and even steal their essence completely. By mastering Essence-manipulation, the Dire Lord is able to wield their own blood in battle, using it to replenish themselves or to assail their enemies from the inside out.

    Group Role: Tank, Utility

    Combat Resource: Essence

    In combat, Dire Lords will constantly generate Essence as a percentage of the damage they deal. They will also gain Essence based on the damage they take. As Essence is accumulated, it is represented by an Essence Vial integrated into the character portrait.

    In addition, certain abilities will increase a Dire Lord’s Essence by a certain amount when used. Other abilities will have an Essence cost in order to be performed.


    Available Armor

    Cloth
    Leather
    Mail

    Available Weapons

    One-Handed Edged
    Two-Handed Edged

    Dire Lords receive a bonus to critical strike chance when wielding one-handed edged weapons and a bonus to critical strike damage when wielding two-handed edged weapons


    Featured Abilities

    Relentless Vitality

    Passive Ability. The lower your health, the stronger your natural health regeneration becomes.

    Sanguine Cloak

    Passive Ability. Your mastery of essence has made you more resistant to magical effects.

    Dark Revenge

    Passive Ability. After being critically hit, your next attack will restore your health by X% of the damage you deal.

    Terrormancer

    Passive Ability. The duration of Fear effects on you is cut in half.

    Harmshield

    Bring your blood to the surface of your skin and infuse it with caustic properties. Any physical damage dealt to you within a 6m radius will cause blood to splash on the attacking enemy, dealing damage.

    Provoking Phantoms

    The longer you stay focused on the same enemy in combat, the more terrifying you will become to them, deepening their fear and hatred of you exponentially over time.

    Dire Mark

    You mark a member of your group. Whenever that group member takes damage, X% of that damage will be redirected to you.

    Essence Thief

    Exchange your depleted essence for the fresh essence of an enemy within X meters, filling your Essence Vial to maximum and switching physical locations with them. The shock of this exchange of essence will affect your enemy in different ways based on their Entity Type (Humanoid, Animal, Insect, Incorporeal, etc.)

    Baleful Severing

    You sever your enemy's will and command them to be still. In this helpless state, the next attack against them will not miss and cannot be dodged, parried, blocked, riposted or resisted. When the attack lands, fills your Essence Vial to full.

    Grip of Torment

    Infiltrate your enemy's essence and turn it against them, obstructing any healing from benefiting that enemy for the duration of the effect. (Uses Essence)

    Bloodfiend

    If you are afflicted with a poison or disease, this ability will afflict the same poison or disease onto your enemy. (Uses Essence)

    Leaden Blood

    You cause your enemy's essence to grow thick and heavy, weighing them to the ground and preventing movement. (Uses Essence)

    Canopy of Blood

    You release nearly all of the blood in your veins, sacrificing 25% of your health to create a covering that renders all within X meters of you immune to magical effects for a short time. (Uses Essence)

    Sanguine Shield

    You draw out your blood and form it into a solid shield in front of you, dampening the damage of magical attacks against you for 2 seconds. There is a chance the damage will be nullified completely and this chance will increase based on your Constitution. (Uses Essence)

    Deafening Whisper

    You bombard your opponents imagination with frightening possibilities, silencing them for a short time. (Uses Essence)

    Blood States

    You change the property of your blood to suit your needs:

    Nightmare Blood
    The damage you deal afflicts your enemy with palpable horror, converting X% of your damage into bonus Hate.

    Torrential Veins
    You cause your blood to flow faster, increasing your health regeneration rate and causing your Essence Vial to fill X% faster

    Essence Leech
    Your blood swells with the essence of your enemies, increasing your critical strike chance. Your critical hits draw out the essence of your enemy, healing you for X% of the damage dealt.

    Melee Abilities

    Thresh

    A ruthless attack that carves your enemy open to expose their essence, causing your enemy to bleed. (Grants Essence)

    Sanguine Blade

    A blood-laced attack that makes your enemy more susceptible to magical damage and drains a small portion of their mana. (Generates Essence)

    Edge of Midnight

    A strike that absorbs a magical effect from your enemy and grants it to you. (Uses Essence)

    Abyssal Strike

    A vicious attack that ignores all enemy armor. (Uses Essence)

    Splatter

    A violent attack that splatters your enemy’s essence in a small radius. Other enemies within that radius have a chance to be afflicted with the same detrimental effects as your target. (Uses Essence)

  9. The Cleric

    cleric-sm.jpg

    Available Races

    dark-myr-motif.png

    Dark Myr

    dwarf-motif.png

    Dwarf

    human-motif.png

    Human

    It is the Frail Age of Terminus. After the Deicide War, communion with the Celestials is nearly unheard of. Thus, the Cleric can scarcely rely on their Pantheon directly. Instead, they must bind themselves to the ancient tomes of their Order; the fading vestiges of light from when the Celestials had drawn near.

    Clerics have mastered the restorative arts of their Order, allowing them to use a myriad of potent healing abilities. But the Cleric can also dramatically enhance the defenses of their allies through the use of powerful signets, writs and ethereal armors. Imbued with Celestial power, Clerics can perform feats of stunning ability. Indeed, for this very reason certain master Clerics have been mistakenly revered as true Celestials! Because of the Cleric’s affinity to Celestial light, they have evolved the means to turn Undeath and other cursed beings.

    Group Role: Healer, Support, Utility

    Combat Resource: Mana, Celestial Power/Celestial Bond

    Clerics gain Celestial Power as a percentage of the effective healing they perform on themselves and their allies. Also, certain abilities increase a Cleric’s Celestial Power by a certain amount when used. Other abilities have a Celestial Power cost in order to be performed.

    When a Cleric has accumulated enough Celestial Power, a Celestial Bond forms. While this Celestial Bond is active, the Celestial Power cost of abilities is reduced by X%.


    Available Armor

    All armor including full platemail

    Available Weapons

    One-Handed Blunt
    Two-Handed Blunt
    Celestial Tome
    Shields


     

    Featured Abilities

    Favor of the Order

    Passive ability. Your successful melee attacks heal you for X% of the damage they deal.

    White Light

    You overwhelm an Undead enemy with brilliantly pure light, inflicting significant damage over time and imposing your righteous will, causing them to attack the nearest Undead enemy for a short time.

    Conviction

    Passive Ability. While you maintain a Celestial Bond, your heals cannot be interrupted and you are able to heal while stunned.

    Resilient Pages

    Passive Ability. While holding a Celestial Tome, if your Wisdom is higher than your enemy’s, there is a chance your Tome will reduce X% of incoming damage from that enemy’s attack.

    Celestial Focus

    Epic Skill. When you meditate, you will generate Celestial Power in addition to Mana.

    Tome of the Initiate

    You manifest a Celestial Tome to carry. As you start your journey, you will only be able to wield the power of the basic Tomes provided to Initiates of the Cleric Order. As you grow in level, your ability to manifest and wield more powerful Tomes will grow as well.

    Resurrect

    Brings a fallen ally back to life, restoring a portion of their lost experience. Causes Resurrection Sickness. Only usable out of combat.

    Plea of the Devout

    Bring a fallen ally back to life in the heat of battle. This ability does not cause Resurrection Sickness and will restore 80% of your ally’s Max Health and Mana. Usable in combat.

    Celestial Aegis

    You manifest the Celestial Aegis for a limited duration. You can place this massive shield of light in the environment, or even carry it for short distances. While it lasts, it is an immovable object that no enemy will be able to pass through.

    Awaken Bravery

    Dramatically increases the Maximum Health and Armor Class of an ally.

    Ethereal Armor

    You manifest celestial armor around an ally. This gift increases their Armor Class and can cause physical attacks against them to become Glancing Hits, dramatically reducing the incoming damage.

    Signet of Refreshing

    A powerful signet that improves the accumulation of your group’s unique combat resources for a short time.

    Edict of Stillness

    You pacify your enemy’s will for a short time, making them unresponsive to activity happening around them unless directly engaged.

    Edict of Peace

    A word of peace surrounds your ally, causing their activities to generate less Hate for the duration of the effect.

    Light of Murik

    You whisper across the pages of your Tome, willing the Light of Murik to shine forth. This ability turns your Tome into a moderate light source. If used while you have a Celestial Bond, this ability turns your Tome into a supernatural light source, granting visibility in Atmospheres of supernatural darkness. (Requires Celestial Tome)

    Olamai's Blessing

    A fabled blessing known to purge powerful Curses.

    Rebuke

    You release a torrent of celestial power into your enemy, inflicting Divine damage. This ability will cause Divine damage over time against Undeath.

    Revile Undeath

    You smite an Undead enemy with astonishing power, inflicting high damage and reducing their movement speed by X% for a short time.

    Melee Abilities

    Determined Strike

    You strike your enemy with a sturdy blow, inflicting Physical damage plus additional Divine damage based on your Wisdom.

    Searing Cudgel

    A powerful melee attack that deals greater damage the longer you charge the attack before releasing. Undead targets will take additional Divine damage based on your Strength and Wisdom.

    Healing Abilities

    Celestial Light

    Heals your ally for a moderate amount. If your ally’s health is below 30%, this ability will manifest a celestial guard, increasing that ally’s Armor Class by X% of your Armor Class for Y seconds. If Light Shroud is active on your target, Celestial Light will refresh its duration.

    Burst of Life

    Swiftly heals your ally’s wounds for a high amount.

    Light Shroud

    Shroud your ally in restorative light, healing them over time for X duration. Only useable on one target at a time.

    Arcing Luminance

    Instantly restores a portion of your health, then jumps to two additional group members, healing X% more each jump. After the second group member is healed, you will be healed again for the same amount. The amount healed per jump will increase based on your Wisdom.

    Eko's Purifying Bolt

    You release a bolt of purifying light into an Undead enemy, inflicting Divine damage. This ability then jumps to heal your Defensive target for an amount equal to the damage dealt. The healing effect will attempt to cure Poisons and Diseases on the affected ally.

    Reckon's Shield

    Surrounds your target with protective light, reducing all incoming damage by X% for Y duration.

    Reckon's Barrier

    Clerics can evolve Reckon’s Shield into Reckon’s Barrier, dramatically increasing the amount of damage reduction. In addition, critical hits against your target while Reckon’s Barrier is active will heal the target for X% of the damage inflicted.

    Reithal's Luminous Shield

    A supernatural healing ability that heals your ally for an amount equal to your Max Health.

    Vigilance

    You mark a target group member for X duration. While marked, Y% of the damage taken by each member of your group will be converted into healing for the marked target.

    Coalescence

    Matches your Health with the Health of your defensive target by either bringing your Defensive target’s Health up to your level, or bringing your Health up to the level of your Defensive target.

  10. Just now, ZEE88 said:

    Oh that would be awesome! Is your SO interested in joining RoH through the Friends and Family plan? 😊

    He is actually! He just recently started gaming via League of Legends and has enjoyed learning how to play the game. He just lacks a proper gaming computer (playing on an old mac), and doesn't have the best FPS. That is a work in progress as I am looking to build him his own gaming computer, but that may be a ways off as we acquire all the parts. Once that happens, I can see him applying via the F2P program and joining us that way (unless of course he becomes interested in any one of our four games- that would be awesome! lol). 

    • Love 1
  11. 1 minute ago, ZEE88 said:

    Yes I think it would be more beneficial to start a new one. Just so that we have people who are still within the community and available on our Teamspeak. As far as I know I think you can join up to 5 Clubs?

    Sounds good to me! And yes, 5 clubs is the max I do believe. 

     

    Really looking forward to start playing with ya'll :) Right now it's mostly just me and my SO playing together. It would be awesome if we could fill a whole team! 

    • Love 1
  12. I do believe we already have a in-game guild setup called "League of Hope" that numerous members are already part of. However, it may be worth restarting it as there are a lot of inactive players listed who may or may not have been purged from our roster. I am currently in that group, but could join another! Let me know :)

     

    My username is Aldamar/SnailJesus. 

    • Thanks 1
  13. I guess I can lead ya'll chickens in Cyrodiil too... only because I have a limited amount of time to lead you off cliffs. Gotta maximize the cliff jumping as much as possible. :p
     

    We shall have much fun! 

     

    EDIT: I have one catch... Everyone must call me Empress the entirety of the event. 

    • Love 2

Members and Assistants of the Month

ESO MotM / AotM: Missingwerewolf  / Lazyhaze

GW2 AotM: SLACKEЯ

SWTOR MotM / AotM: NeoMagnus51DarthDragonWolf

WoW MotM: Sedori

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