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Any player can learn a tradeskill used to craft different items. There are 8 tradeskill lines in the game.
See the Crafting section for more information.
Each character can choose a Master Level line to specialize in, there are 10 abilities per line.
See the Master Levels section for more information.
Realm Abilities are abilities that can be purchased for Realm Skill Points and can be split into three categories:
- Passive Abilities - Has an effect on a character without being activated.
- Active Abilities - Has to be put on the clickbar and pressed.
- Realm Rank 5 Abilities - Granted free at Realm Rank 5.
See the Realm Abilities (List)
Spells, styles and abilities can be gained by specializing in a character class specific line.
See the Specialization section for a list of specializations.
When a character reaches level 50 and increases their Champion Level they can choose a few abilities from another base class.
See the Champion Ability section for more information.
Out of date list of abilities - Must update.
|Enhanced Evade||Available to light tank classes, Advanced Evade is a 360 degree evading defensive mechanism. You receive this ability at character level 35.||Berserker, Blademaster, Mercenary, Savage||Passive|
|Assassination||Assassin selects a target within 750 range and spends 15 seconds (without moving) preparing the assassination attempt. The attempt fails (but the recast timer is not reset) if the assassin takes any action during those 15 seconds, or if the target moves more then 750 units away from the user. Once prepared, the next attack on that target by the assassin will not break stealth. 600 second recast timer.||Infiltrator, Nightshade, Shadowblade||Active|
|Armor||Each class has access to at least one armor type. The different armors perform differently in terms of protection and defense from enemy damage. Some classes have access to many different types of armor. For specifics, please see the Class Documentation.||All||Passive|
|Berserk||Available only to the Berserker class. This ability transforms the player into a Vendo beast and makes each hit that lands a critical hit, at the expense of any defensive abilities. It can be used once every seven minutes.||Berserker||Active|
|Bludgeon||A melee damage enhancement in which the Shadowblade’s damage is Crush for the duration of the spell, regardless of which weapon he or she has equipped. 30 second duration, instant cast, 5 minute recast.||Shadowblade||Active|
|Caltrops||Upon reaching level 35, this ability is granted to Infiltrators, Nightshades, and Shadowblades, to combat horse riders from enemy realms. The ability is a rune trap which is scribed on the ground, that dismounts enemy players who ride over the rune on their horses. Upon being forcefully dismounted, the enemy player is snared for a brief period of time. The ability has a refresh timer of 10 minutes and has a small Area Effect radius.||Infiltrator, Nightshade, Shadowblade||Active|
|Camouflage||Available to the archer classes. This ability will make the archer undetectable to the Mastery of Stealth Realm Ability for a period of time. Drawing a weapon or engaging in combat will cancel the effect and cause the player to be visible. This does not modify stealth skill.||Hunter, Ranger, Scout||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. Climbing is given at 25 specialization in Stealth.||Infiltrator, Minstrel, Nightshade, Shadowblade, Vampiir, Armsman, Hero, Warrior||Active|
|Critical Shot||A precisely lined up shot on a target that is not running or in combat, that takes additional time, but is able to do twice the normal amount of damage.||Hunter, Ranger, Scout||Active|
|Danger Sense||This ability notifies the player when they and their party are being watch by scout mobs.||Infiltrator, Minstrel, Nightshade, Shadowblade||Passive|
|Detect Hidden||A player is able to detect hidden players in his area at a greater range.||Infiltrator, Nightshade, Shadowblade||Passive|
|Dirty Tricks||The player will toss dirt into the face of the enemy and causes his fumble rate to increase temporarily. It is on a 7-minute reuse timer.||Mercenary||Active|
|Distraction||Momentarily distracts the enemy from something you may be doing.||Infiltrator, Minstrel, Nightshade, Shadowblade||Active|
|Engage||Endurance is drained in return for a significantly increased blocking rate. Engage can only be used at range, or while closing to attack. Once you attack, it is disabled. Given upon specialization in shield at level seven.||Armsman, Blademaster, Champion, Hero, Mercenary, Paladin, Reaver, Scout, Thane, Warrior, Warden||Active|
|Envenom||The ability to apply poisons to one's weapon. Given at character level five.||Infiltrator, Nightshade, Shadowblade||Passive|
|Evade||The percent chance to dodge enemy swings. This ability naturally progresses as one levels, if an increased version is available to that class. It is frontal arc.||Bard, Berserker, Blademaster, Champion, Hero, Hunter, Infiltrator, Minstrel, Nightshade, Ranger, Scout, Shadowblade, Valewalker||Passive|
|Flurry||An ability which gives the player an automatic hit on the enemy. It may only be used every 2 minutes. Flurry's damage is dependant on Dual Wield or Celtic Dual Wield specialization. Flurry is an RvR-only ability.||Blademaster, Mercenary||Active|
|Guard||Assigning oneself to protect another player and block incoming enemy blows on the protected player. This is given upon specializing in Shield. Guard I at specialization 5, Guard II at specialization 10, Guard III at specialization 15.||Armsman, Blademaster, Champion, Hero, Mercenaries, Paladin, Reaver, Scout, Thane, Valkyrie, Warden, Warrior||Active|
|Intercept||Provides a player with the ability to "take one for the team." This skill lets the player choose one person to Intercept and takes the damage, without armor considerations, that would have hit the protected player. Target must be within melee range.||Armsman, Blademaster, Champion, Hero, Mercenary, Paladin, Reaver, Thane||Active|
|Penetrating Arrow||An archer-only ability, which has a chance to penetrate bladeturn spells cast on other players for reduced damage, but not a bladeturn spell running on the caster him or herself.||Hunter, Ranger, Scout||Passive|
|Prevent Flight||With each hit there is a 10% chance of proccing a 25% snare. This is given at character level 24. The target must be moving and in front of the player.||Berserker, Blademaster, Mercenary, Savage||Passive|
|Protect||Melee class ability that allows the user to protect a weaker player. This will reduce the enemy's aggro toward the weaker player and draw it to the protecting melee player.||Armsman, Berserker, Blademaster, Champion, Hero, Mercenary, Paladin, Reaver, Thane, Warrior||Active|
|Quickcast||Base ability available to all level 5 cloth-wearing casters who do not specialize in weapons. This allows them to cast a single spell with a quickened casting time, but costs twice the power. 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.||Animist, Bainshee, Bonedancer, Cabalist, Eldritch, Enchanter, Mentalist, Necromancer, Runemaster, Spiritmaster, Sorcerer, Theurgist, Wizard||Active|
|Rapid Fire||Allows the archer to release a bow shot before the original timer for reduced damage.||Hunter, Ranger, Scout||Active|
|Safefall||A player may drop from larger heights taking less damage as this skill increases. Received upon level 10, 20 ,30, 40, 50 specialization in stealth.||Infiltrator, Minstrel, Nightshade, Shadowblade, Vampiir||Passive|
|Shadow Strike||Assassin takes 10 seconds to disappear in the shadows. Once in the shadows the SB will automatically teleport to and perf any enemy they choose within 1000 radius. Can not be used to enter a locked keep or tower. 600 second recast timer.||Infiltrator, Nightshade, Shadowblade||Active|
|Shield||An independent line of defense, which can be raised through training to gain special shield attacks.||Armsman, Bard, Berserker, Blademaster, Champion, Heretic, Hero, Mercenary, Paladin, Reaver, Thane, Valkyrie||Active|
|Spirit of the Hunt||Hero-only ability, that transforms a player into a stag-headed Huntsman. This lasts 30 seconds, and gives the player a burst in hitpoints. May be used once every 30 minutes. Initiate = 20% bonus to hitpoints. Member =30%, Leader = 40%, Master = 50%||Hero||Active|
|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."||All||Active|
|Stealth||Available to rogue-like classes. Stealth hides players from enemies. Realm-mates will see stealthed players as "ghost-like' characters. Stealth must be trained up in order to gain any extra steal thing abilities. The higher the training, the less chance of being detected by the enemy.||Hunter, Infiltrator, Minstrel, Nightshade, Ranger, Scout, Shadowblade||Active|
|Stoicism||Reduces the duration of all forms of crowd control by 25%. It stacks with Determination. It is given at character level 35.||Armsman, Berserker, Blademaster, Hero, Mercenary, Savage, Warrior||Passive|
|Tireless||Available to all classes with styles at level 15. Gives a bonus of one endurance regeneration per tick. This does not stack with any other form of endurance regeneration.||Armsman, Bard, Berserker, Blademaster, Champion, Heretic, Hero, Nightshade, Ranger, Reaver, Valewalker, Warden, Warlock||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. It is on a 7-minute reuse timer.||Blademaster||Active|
|Vampiir Bolt||Draining Bolt (30), Gnawing Bolt (35), Consuming Bolt (40), Ravishing Bolt (45), Devouring Bolt (50)||Vampiir||Active|
|Vampiir Strength, Dexterity and Constitution||Plus three to strength, dexterity and constitution given every level starting at level six.||Vampiir||Active|
|Vampiir Quickness||Plus 2 to quickness given every level starting at level six.||Vampiir||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.|