NOTICE
This is a work in progress.
- All magical guilds have access to magical research
- Signature abilities in bold
- * Cyclic Spell or transformation (one only at a time, two in the case of IOTS)
Stat Debuffs
- All magical guilds have access to magical research
- *Devolve only affects the top two skills
Skill Buffs
Armor
- * (likely to move bonus stance points to a different table)
- ** You're limited to one skill link per PC, and you need another PC in the room to establish and maintain it. The buff strength is dependant on the difference between the two player's skills. This can buff any skill. Prediction is similar, but has it's own resource pool and does not require other PCs.
Lore
- Not sure where to put the skillset bonuses. Hobbies/Professions may qualify is a passive buff to every crafting skill (with limitations)
Magic
- 1. *** align penalizes some magic skills to buff others. Stacks(?) with normal buffs, but some alignments are only achievable through sorcery.
- Tamsine's commune gives a TM bonus vs Undead only.
- 2. **** Fir familiars help with the preparation of spells, not sure where to put this. Same with elemental domains.
Survival
Guild |
Athletics |
Evasion |
First Aid |
Locksmithing |
Outdoorsmanship |
Perception |
Skinning |
Stealth |
Thievery
|
Barbarian |
Unyielding |
Piranha |
|
Focus |
Seek |
Owl |
|
Panther |
|
Bard |
|
Harmony |
|
Drums of the Snake |
|
Eye of Kertigen |
|
Misdirection |
|
Cleric |
Eluned's Commune |
Major Physical Protection |
|
|
|
Revelation |
|
|
|
Empath** |
|
Aggressive Stance |
|
|
|
|
|
|
|
Moon Mage** |
|
Seer's Sense |
|
Machinist's Touch |
Tenebrous Sense |
Clear Vision |
|
shadows |
|
Necromancer |
|
Philosopher's Preservation |
|
|
|
Kura-Silma |
Butcher's Eye |
Obfuscation |
|
Paladin |
|
|
|
|
|
Glyph of Light |
|
|
|
Ranger |
Athleticism, Wilderness Bonus |
Instinct |
Wilderness Bonus |
Hands of Lirisa,Wilderness Bonus |
Wolf Scent,Wilderness Bonus |
Senses of the Tiger,Wilderness Bonus |
Hands of Lirisa,Wilderness Bonus |
Earth Meld,Wilderness Bonus |
Wilderness Bonus
|
Thief**** |
Flight,confidence & urban bonus |
Elusion,confidence & urban bonus |
Insight,confidence & urban bonus |
Safe,confidence & urban bonus |
Insight |
Sight,confidence & urban bonus |
|
Darken,confidence & urban bonus |
Plunder,confidence & urban bonus
|
Trader |
|
Blur |
|
|
Membrach's Greed |
Turmar Illumination |
Membrach's Greed |
Avren Aevareae* |
Avren Aevareae*
|
Warrior Mage |
|
Swirling Winds |
|
|
|
|
|
Rising Mists(AOE) |
|
- Avren Array is room-based and moon based (katamba for + stealth/thievery on that room, and xibar/yavash for -thievery/stealth]
- **** Rangers have a passive buff for all survival skills except and thievery. This is tied to their wilderness level. Thieves have two buffs
- Note that rising mists is room-based and stacks with personal stealth boosters
Weapons
- * Chirugia only buffs Small Edged
- ** Mantle of Flame may not be used with Aegis of Granite
Guild Skills
Skill Debuffs
Armor
Lore
- Khri Guile: -Tactics in PVP only.
Magic
Survival
- Avren Array is room-based and moon based (katamba for + stealth/thievery on that room, and xibar/yavash for -thievery/stealth]
Weapons
General Offense
Spell/ability damage
Guild |
Impact |
Slice |
Piercing |
Fire |
Ice |
Electric |
Spirit |
Fatigue |
Mana |
Balance |
Concentration
|
Barbarian |
A** |
A** |
A** |
|
|
|
|
|
|
A |
|
Bard |
A*,H, M, P |
|
S, M, P |
A* |
S |
S |
A*, |
A*, |
S* |
A* |
|
Cleric*** |
A(U),S |
S*, SD(U) |
S |
S, D(U), APD(U) |
S*, APD(U) |
A(U) |
S,S* |
|
|
S |
|
Empath |
|
S**** |
|
|
S**** |
|
|
S |
|
|
|
Moon Mage |
S,P*,AM,I,M |
AM |
AM,I,D |
AM, SD |
S,P* |
|
|
|
|
|
|
Necromancer |
S,A* |
S,A* |
S,A* |
S,A* |
S,A* |
S,A* |
|
|
|
S |
|
Paladin |
S,M,AM |
S,AM |
S |
M |
|
|
|
|
|
|
|
Ranger |
S,SM |
S |
S |
S,SM |
S |
|
|
S |
|
|
|
Thief |
|
|
|
|
|
|
|
S |
|
|
SP
|
Trader |
A*,P* |
S*,P* |
S* |
|
A*,P* |
|
|
|
|
|
|
Warrior Mage |
A,AP*,AM*,C,S,M,Z |
A,AP*,S,I,Z |
A,AP*,S,M,P,Z |
A,AM*,C,D,S,M,Z |
A,AP*,I,S(U),Z |
A,D,S(U),M |
|
A |
|
A,S |
|
Many guilds have multiple ways to deal this damage type. To keep the list readable, I'm using the following Key to show what is and is not possible.
Key:
- A = AOE Option, spells and abilities
- C = Collateral Damage (Single target spell, which deals lesser damage to nearby targets)
- H = Heavy TM option available
- M = Multi-strike option available
- P = Pulses, non-cyclical option available
- R = Reactive damage (Shield - on hit of the target)
- S = Single Target option available
- Z = Charged shot (prep and then fire when you're ready like dragon breath)
- (U) = Non-corporeal/evil/Undead Only (or any subset of the same)
For the modifiers (like armor piercing) assume single target unless modified with A(ie: AM for AOE M for Single Target)
Bolds for signature abilities or spells.
- * Cyclic, transformation, limited, etc...
- ** Technically Barbarians have Whirlwind, but it's not useful for raw damage vs training.
- **** Requires the empath to shock themselves - Shock dramatically changes playstyle and limits several abilities.
Weapon Augmentation
- 1. Guilds that can Dual Load also require 201 in Bows, 30 Agility, and 30 Reflex in addition to their listed spell/khri.
General damage buffs
* OF Buff
* DF Debuf
* General Accuracy buff
* Snipe
* damage amplifier (physical, magical)
* Special combat maneuvers (choke/ambush/expertise/smite)
* Pets
... TBA
Status Condition Defense
Status Condition Offense
Stat vs Stat Specific Defense
Stat vs Stat General Defense
Other Utility Benefits