|
ABILITY |
DESCRIPTION |
TYPE |
|
Advanced/Enhanced Evade |
This is a 360-degree evading defensive mechanism |
Passive |
|
Assassination |
The Assassin selects a target within a 750-unit range and spends 15 seconds, without moving, preparing the assassination attempt. The attempt will fail if the assassin takes any action during those 15 seconds, or if the target moves more than 750 units away from the target and the recast timer is not refunded. Once prepared, the next attack on that target by the assassin will not break stealth. |
Active Reuse: 10 Minutes |
|
Armor |
Each class has access to at least one armor type. The different armors perform differently in terms of protection from and defense against enemy damage. Some classes have access to many different types of armor. For specific details, please see the Class Documentation. |
Passive |
|
Berserk |
This ability transforms the berserker into a vicious Vendo beast. While in this form, each hit has a 100% chance to do critical damage, though this is done at the expense of any defensive abilities. |
Active Reuse: 7 Minutes |
|
Blood Rage |
Movement speed of the player in stealth is increased by 25% for 1 minute after they get a killing blow on a realm enemy. |
Passive |
|
Bludgeon |
A melee damage enhancement that turns the Shadowblade’s damage in to Crush for the duration of the spell, regardless of which weapon he or she has equipped. The enhancement is an instant cast and lasts for 30 seconds. |
Active Reuse: 5 Minutes |
|
Caltrops |
Grants the user the ability to set rune traps on the ground that unhorses enemy riders that pass over them and snares them for a brief period of time. |
Active Reuse: 10 Minutes |
|
Camouflage |
Makes the archer undetectable to the Mastery of Stealth Realm Ability. Drawing a weapon or engaging in combat will cancel the effect and cause the player to be visible. This does not modify stealth skill and can be used only when the archer is stealthed. |
Active |
|
Climbing |
Climbing points are available on keeps in certain locations. Having the Climbing ability means that player is capable of using the climb points to reach the inner courtyard of the keep. |
Active |
|
Climbing Spikes |
See Climbing. |
Active |
|
Danger Sense |
Notifies the player when they and their party have been spotted by scout mobs. |
Passive |
|
Defensive Combat Power Regeneration |
Allows Maulers to regenerate power each time they are hit |
Passive |
|
Detect Hidden |
Ability to detect hidden players at a range greater than the average charater. |
Passive |
|
Dirty Tricks |
The player will toss dirt into the face of the enemy, which causes his or her fumble rate to increase temporarily. It can be used once every seven minutes. |
Active |
|
Distraction |
Momentarily distracts the enemy, keeping them from noticing something you may be doing. |
Active |
|
Engage |
Use of Endurance to significantly increase blocking rate. Engage can only be used at range or while closing to attack. Once an attack is initiated, it is disabled. |
Active |
|
Envenom |
The ability to apply poisons to one's weapon. |
Passive |
|
Evade |
The percent chance to dodge enemy swings. If the character’s class has access to the increased versions of this ability, it will progress naturally as they level. Evasion is a frontal-arc ability and only works against attacks that are coming from the front. |
Passive |
|
Flurry |
An ability that gives the player an automatic hit on the enemy. Flurry's damage is dependent on Dual Wield or Celtic Dual Wield specialization, with the higher specialization contributing more damage. This is an RvR-only ability. |
Active Reuse: 2 Minutes |
|
Guard |
To Guard is to assign oneself to protect another character and block incoming enemy blows to that person. |
Active |
|
Heightened Awareness |
Greater Chance to Detect Stealthed Enemies for 1 minute after executing a klling blow on a realm opponent. |
Passive |
|
Intercept |
Provides a player with the ability to "take one for the team." With this skill, the player may choose one person to Intercept and take the damage, without armor considerations, that would have hit the protected player. The target must be within melee range. |
Active |
|
Irreverent Gesture |
This is a ranged taunt that can interrupt the target. It has a 4-second cast time. |
Active |
|
Memories of War |
20% bonus to all magic resistance |
Passive |
|
Parry |
The ability to use a weapon to deflect incoming blows |
Passive |
|
Prevent Flight |
With each hit there is a 10% chance of triggering a 25% snare on the target.The target must be moving and in front of the player. |
Passive |
|
Protect |
An ability useable on a member of your group. This allows you to reduce some aggression generated by that player. |
Active |
|
Quickcast |
Allows spell caster to cast a single spell at twice the power cost to make it so that it cannot be interrupted by melee or spells. The only exception to this is the Necromancer form of Quickcast (Facilitate Painworking). It allows the Necromancer's summoned undead pet to have six seconds of uninterrupted casting time. |
Active |
|
Safefall |
A player may drop from greater heights, taking less damage as this skill increases. |
Passive |
|
Scars of Battle |
10% Bonus to Health |
Passive |
|
Shadow Strike |
The Assassin takes 10 seconds to disappear in the shadows. Once in the shadows the Assassin will automatically teleport to and perform perforate artery to any enemy they choose within 1000 radius. This ability cannot be used to enter a locked keep or tower. |
Active Reuse: 10 Minutes |
|
Shield |
An independent line of defense, which can be raised through training to gain special shield attacks. The larger the shield, the more protection it provides |
Active |
|
Siege Resistance |
50% resistance to all siege weaponry |
Passive |
|
Spirit of the Hunt |
This is Hero-only ability that transforms a player into a stag-headed Huntsman. The ability lasts 30 seconds and gives the player an increase number of hit points for the duration. |
Active Reuse: 30 Minutes |
|
Sprint |
This is a base ability available to all players at level one. Sprint provides players with a means of quick getaway from dangerous situations. Players can sprint as long as they have endurance. Endurance is drained as the player is in "sprint mode." |
Active |
|
Stealth |
Stealth hides players from enemies. Realm-mates will see stealthed players as "ghost-like” figures. Stealth must be trained up in order to gain any extra stealth-based abilities. The higher a character trains in Stealth, the less chance they have of being detected by the enemy. |
Active |
|
Stoicism |
Reduces the duration of all forms of crowd control by 25%. It stacks with Determination. |
Passive |
|
Subtle Kills |
Greater chance of remaining hidden while stealthed for 1 minute after executing a killing blow on a realm opponent. |
Passive |
|
Tireless |
This gives a bonus of one endurance regeneration per tick. This does not stack with any other form of endurance regeneration. |
Passive |
|
Triple Wield |
Unique to Blademasters, this is a magical third blade that can be summoned to do extra damage each attack for a short period of time. |
Active Reuse: 7 Minutes |
|
Vampiir Bolt |
This is an instant-cast bolt that drains power from target and gives power to the Vampiir. |
Active |
|
Vampiir Stats |
Vampiirs get an increase to their stats every three levels starting at level six. |
Active |
|
Weapons |
Weapons deal different types of damage depending on the type of weapon used. For example, Axes deal "slash" damage while Staves deal "crushing" damage. All classes have access to use at least one weapon type. To gain weapon styles, one must be capable of training in these weapons. Example: Casters do not have the ability to train in Staves. They can equip and use them, but they do not get Staff styles. |
Passive |