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Combat

Eight skills you never select

They level by fighting, and which one takes the experience is decided by how you choose to fight. Every number below is the rule the server uses.

The stats

Hitpoints
Each level adds one maximum health. You start at ten, so level twelve is twenty-two. Armour and health jewellery add more on top. It trains whenever you fight, on either side of the swing.
Attack
Your chance to land a hit starts at 50% when your Attack equals the enemy Defence. Every level above adds 5%, every level below takes 5% away, so a five level edge is worth about 25%. The result is capped between 5% and 95%, and weapon and jewellery accuracy stack on top.
Strength
Each level adds about half a point of damage to a hit that lands, on top of the weapon. Your damage type against the enemy armour then scales the total. Strength only matters on hits that land: Attack decides whether they do.
Defence
Two effects at once. Each level, plus shield and armour Defence, cuts incoming damage by 2%, to a 60% cap. It also lowers the enemy chance to hit you by 5% per level of edge over their accuracy.
Ranged
With a bow and matching arrows, Ranged replaces both Attack and Strength: it sets hit chance the same way, 50% at parity and 5% a level either way, and it sets the damage of the shot. Fighting without the right arrows costs you both.
Magic
The power of offensive spells. It trains by casting from the Magic spellbook in combat.
Divine
The power of your heals and wards. It trains by casting from the Divine spellbook in combat.
Mana
Each level adds two maximum mana. You start at twelve at level one, and mana jewellery adds more.

Damage type against armour is a real system, not a rounding detail. Slashing is weak into plate, blunt beats plate, and piercing beats mail. It is how gear choice becomes skill expression.

The six styles

Your style decides which skill takes the experience, gives you a passive, and unlocks abilities as you level. Abilities are not bought or found.

Style Role Passive Abilities
Aggressive Melee damage +5% damage, +5% damage taken.
  • Interrupt level 10 , 15s cooldown Cancel an interruptible cast inside its telegraph window.
  • Battle Frenzy level 30 , 5m cooldown +20% damage for 20s. Race a soft-enrage or open a burn window.
Accurate Melee damage +5% hit chance.
  • Interrupt level 10 , 15s cooldown Cancel an interruptible cast inside its telegraph window.
  • Precision level 30 , 5m cooldown +20% hit for 20s. Land every swing during a burn window.
Defensive Tank −5% damage taken, −5% attack speed.
  • Taunt level 10 , 15s cooldown Force the boss back onto you, answers a target-switch.
  • Hold the Line level 30 , 5m cooldown −20% damage taken for 20s. Ride out a tank-vuln stack or soak an unavoidable hit.
Ranged Ranged damage Arrow type drives damage and on-hit effects.
  • Aimed Shot level 10 , 1m cooldown An instant shot that cannot miss.
  • Multishot level 30 , 5m cooldown Fire 3 arrows per swing for 20s. Burn down summoned adds.
Magic Caster damage Casts from the Magic spellbook; cloth armour halves incoming magic.
  • Focus level 1 Concentration: doubles mana regen while held, but blocks all other casts.
Divine Healer Casts from the Divine spellbook (heals, wards, cleanses).
  • Prayer level 1 Concentration: doubles mana regen while held, but blocks all other casts.
  • Cleanse level 10 Strip a stacking DoT, resolved by a Divine cleanse spell.
  • Ward level 30 Absorb an unavoidable hit, resolved by a Divine shield spell.

The spellbooks

Two books, 56 spells, all gated by level alone. There is no tome to find. You ready a limited number at once, and extra slots are bought from the Lyceum Stockmaster in Oxbridge rather than levelled into.

Magic 27 spells

Attack spells, plus self-wards that cost no mana and sit in their own slot, so a mage always has one up.

Spell Level Mana
Arcane Spark A single white spark leaps the gap between two fingertips and stings. 1 2
Gossamer Weave A shimmering weave of arcane thread settles over the skin and turns aside the first blow. 1 0
Firebolt A curling dart of orange flame trails smoke and clings where it strikes. 5 5
Frost Splinter A pale shard of crystal, frost-fogged at the edges, that bites bone-deep. 10 8
Ice Lance A long honed icicle loosed flat and fast, deadliest against the already frozen. 15 9
Warding Veil A veil of woven wards hangs close to the body and blunts what strikes it. 15 0
Emberveil The caster takes up a mantle of low flame and hurls a lance of fire. 20 12
Sundering Bolt A jagged violet bolt that splits plate and leaves the seams gaping. 25 14
Arcane Conflagration A spiraling ring of blue-white fire that settles in and smoulders for an age. 30 18
Sigil Mantle Glowing sigils orbit the shoulders and drink the force of incoming harm. 30 0
Voltaic Arc A white-blue bolt that forks into three tines and leaps from foe to foe. 35 16
Gravebind Violet chains erupt from cracked ground and bind a foe fast where it stands. 40 22
Manabind A glowing rune draws stray wisps of power inward to feed the caster anew. 45 10
Aetheric Shell A translucent aetheric shell hardens around the caster and sheds damage. 45 0
Arcane Lance A dense violet beam that punches clean through ward and mail alike. 50 24
Frostpierce A needle-thin spike of ice with a glinting tip that seeks the weak place. 55 20
Arcane Surge Violet light streaks past the caster as thought and casting quicken as one. 60 22
Prismatic Ward A prism of layered light refracts blows before they land. 60 0
Arcane Instability Jittering purple static wraps a foe until the very air around it cannot hold. 65 26
Cinderfall A column of white-hot embers falls and the failing are swallowed whole. 70 28
Voidlance A spear of collapsing dark, ringed in imploding light, that no armour turns. 75 32
Arcane Carapace A carapace of pure arcane force encases the caster and turns aside all but the heaviest strokes. 75 0
Stormcall A roiling storm-eye opens overhead and rains forked lightning across the field. 80 34
Mind Unbound An aura of spinning glyphs flares wide as a lashing bolt leaps from its heart. 85 30
Annihilation Bolt A blinding white-violet lance tears a seam in the air and never strays. 90 40
Wildfire A spreading sheet of living blue-white flame that leaps from the dead to the living. 95 42
Arcane Apotheosis The caster ascends, body unmaking itself into a lattice of pure arcane light. 99 50

Divine 29 spells

Single-target heals, party heals that find the three most wounded, wards, and damage that bites hardest into the corrupted.

Spell Level Mana
Sear the Unclean A sunburst sigil brands the unclean, and the corrupted recoil from its light. 1 6
Whispered Petition Cupped hands and a murmured plea kindle a soft glow that mends a wound. 5 4
Light Ward A small kite-shield of light forms over a clenched fist to turn the next blow. 9 4
Shared Grace A soft radiance spreads from open palms, mending the three most wounded allies. 13 8
Censure A stern rune of censure flares and scourges the unrepentant with light. 15 12
Holy Mend Gold light pours over a wound and knits torn flesh whole again. 19 8
Oathshield A tower-shield rune stands fast before the faithful and holds the line. 23 8
Cleansing Flame White fire wreathes the faithful and burns away the black smoke of affliction. 27 10
Litany of Mending A murmured litany knits the wounds of the three most injured in the party. 29 14
Smite A spear of judgment descends from on high to strike the wicked down. 31 18
Restoring Light Warm light pools into a wound and draws torn flesh back together. 35 16
Ward of Faith A standing rune of faith rises to bear the weight of the next blows. 39 16
Hammer of Judgment A great warhammer wreathed in dawnlight falls and leaves the struck foe wanting. 43 22
Circle of Renewal A ring of light blooms underfoot, restoring the three allies nearest death. 45 22
Condemnation A verdict of light is spoken, and the condemned are struck where they stand. 47 26
Greater Mending A radiant lattice settles over the body and mends it deeply. 51 22
Wardstep A footprint of light flares as the faithful steps clear behind a sudden ward. 55 24
Sanctuary A walled garden of light closes around the faithful, and no harm passes within. 59 30
Chorus of the Faithful Many voices rise as one, healing the three most wounded of the faithful. 61 30
Purge the Corrupt White flame burns a black sigil from within and leaves the corrupt undone. 63 34
Blessed Restoration A blessing settles over the body and restores it from grievous hurt. 67 30
Radiant Bulwark A dome of overlapping shields of light closes around the faithful. 71 32
Communion of Light Shared light passes to the three most injured allies, closing wounds as it goes. 77 40
Reckoning The sky splits and a column of judgment falls upon the condemned below. 79 42
Hallowed Restoration A bloom of gold light unfurls over the body and lifts it back from the brink. 83 38
Aegis of the Crown A radiant crown-halo encircles the faithful and turns aside all that strikes it. 87 40
Dawn's Verdict A blade of pure dawnlight falls from a clear sky and lays the guilty bare. 91 46
Hymn of the Undimmed An undimmed hymn pours over the three most grievously hurt and lifts them whole. 93 50
Consecrate Ground A ringed sigil burns into the ground as holy fire and sears what stands within. 95 44