Templars

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Introduction

The Templars are a hierarchical order of holy knights formed to fight against chaos. Templars are unique in their ability to cast spells of any element, except magic, and they use this power to protect others and uphold law and justice. Since chaotic forces are relatively weak in the world right now, templars have lost a lot of their importance and reputation among the common folk. The lack of people to protect has made the order into more and more a mercenary unit, even though a very powerful one at that, selling their services to anyone willing to pay enough. This in turn makes the situation of templars difficult, forcing them to clean sewers and stand guard at city gates. Several other communities are also interested in hiring the powerful army of templars, and this may provide a lifeline which the order can hang on to. Without a reason for the order to exist, it is doomed.

Once you have passed the initiation phase, you are ready to become a true templar. Here, in the Knightly Order of Templars, you will be given your first lessons of the elements and faith. You will continue your combat training as well. Before you can join the Knightly Order of Templars you must worship one of the elements as your main element. Pagans aren't allowed to join the order. After becoming a full knight templar in the order one can become an archknight. Archknights are champions of justice and law. Being very well-trained in combat, a group of archknights is a force to be feared, should you be among their targets. The members of the order are the main force from which templars are selected into military tasks. Archknights concentrate on offensive combat, mastering the secrets of 'blow of justice' and 'scales of justice'.

The order of templars also contains holy orders dedicated to each of the four elements, studying the use of their energy. In a combat situation their mission is to reduce and nullify the effects of any cold, lightning, fire or physical-based attacks and spells inflicted and cast at friendly troops.

The order of templar knights is located at the city of Vaerlon in the Temple of the Elements near the south gate.

Guild structure

++ Templar Initiates

The Templars are a hierarchical order of holy knights formed to fight against chaos. Templars are unique in their ability to cast spells of any element, except magic, and they use this power to protect others and uphold law and justice. Since chaotic forces are relatively weak in the world right now, templars have lost a lot of their importance and reputation among the common folk. The lack of people to protect has made the order into more and more a mercenary unit, even though a very powerful one at that, selling their services to anyone willing to pay enough. This in turn makesthe situation of templars difficult, forcing them to clean sewers and stand guard at city gates. Several other communities are also interested in hiring the powerful army of templars, and this may provide a lifeline which the order can hang on to. Without a reason for the order to exist, it is doomed.

Your race must be one of the following: human, elf, dwarf, thri-kreen, centaur, antaeun, halfling, leprechaun, firbolg, b'rogh, shadowperson, or orc.

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Knightly Order of Templars

Once you have passed the initiation phase, you are ready to become a true templar. Here you will be given your first lessons of the elements and faith. You will continue your combat training as well. The duties of a templar include a short period of time guarding the city, which you must do before hoping to attain the final level of normal knighthood.

Maximum level: 10

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7 8 9 10

stat: wisdom - - - 1 - - - 1 - 2
regen: sp - - - - 1 - - - - 2
stat: strength - - 1 - - - - - 1 -
regen: ep - - - - - - - 2 - -
stat: constitution - 1 - - 1 - 1 - - -
stat: dexterity 1 - - - - 1 - - - -
regen: hp 2 - - - - - - - - -

Skill Matrix

Skill Name 1 2 3 4 5 6 7 8 9 10

medium armours 10 15 20 25 30 35 40 45 50 50
bond of air - - - - - - 5 5 10 10
spears 20 25 30 35 40 45 50 55 60 60
etiquette 20 25 25 25 30 30 35 40 45 50
concentrated attack 5 15 15 20 20 25 25 30 30 30
staves 20 25 30 35 40 45 50 55 60 60
faith 15 15 20 25 25 30 30 30 35 35
concentrated defence 5 15 15 20 20 25 25 30 30 30
channel elemental energy 10 15 20 25 25 30 30 35 40 40
piercing weapons 45 45 50 50 55 55 60 65 65 70
draw weapon - 20 40 60 80 100 100 100 100 100
cleave - - 5 10 15 15 20 20 20 25
combat sense 8 16 24 32 40 48 56 64 72 80
heavy armours 10 15 20 25 30 35 40 45 50 50
controlled retreat - - - - - - 5 5 5 5
offensive - 5 10 15 20 20 25 25 30 30
deft - 5 10 15 20 20 25 25 30 30
determination 8 16 24 32 40 48 56 64 72 80
sword and board 10 20 30 40 50 60 70 80 90 100
restrain elemental energy 10 15 20 25 25 30 30 30 35 35
concentrated casting - 5 5 5 10 10 10 10 10 10
hammers 20 25 30 35 40 45 50 55 60 60
continuous assault - - - - - - 5 5 5 10
prayer 30 35 35 35 40 40 45 45 50 50
polearms 20 25 30 35 40 45 50 55 60 60
slashing weapons 45 45 50 50 55 55 60 65 65 70
melee 65 65 65 70 70 75 75 75 80 80
flails 20 25 30 35 40 45 50 55 60 60
thrust - - 5 10 15 15 20 20 20 25
essence of true ritual - 5 10 10 15 15 20 20 25 25
flail - - 5 10 15 15 20 20 20 25
swords 20 25 30 35 40 45 50 55 60 60
maces 20 25 30 35 40 45 50 55 60 60
self-control - 10 15 20 20 25 25 25 30 30
weapon parry 10 10 10 15 20 20 25 25 30 30
pierce - - 5 10 15 15 20 20 20 25
shields 20 25 30 35 40 45 50 55 60 60
block - 10 10 15 20 20 25 25 30 30
bond of fire - - - - - - 5 5 10 10
swing - - 5 10 15 15 20 20 20 25
two-handed weapons 7 14 21 28 35 42 49 56 63 70
bludgeoning weapons 45 45 50 50 55 55 60 65 65 70
contact reflexes 8 16 24 32 40 48 56 64 72 80
light armours 20 20 20 25 30 35 40 45 50 50
blow of justice - - - 10 20 30 40 50 55 60
shield bash 15 25 25 30 35 40 45 50 55 60
bond of water - - - - - - 5 5 10 10
shield parry 10 10 10 15 20 20 25 25 30 30
avoid hits 10 15 20 20 25 25 25 25 25 25
dodge 10 15 20 20 25 25 25 25 25 25
axes 20 25 30 35 40 45 50 55 60 60
bond of earth - - - - - - 5 5 10 10

Spell Matrix

Spell Name 1 2 3 4 5 6 7 8 9 10

shield of faith 50 55 55 60 65 70 70 75 75 75
element sequencer - - - - 50 60 70 80 90 100
element barrier - - - - 40 50 55 60 65 65
tool of elemental justice - - - - - - - 45 55 65
armourplate - - 30 40 50 55 60 60 65 65
instrument of the gods 30 35 40 45 50 50 55 55 60 65



Preceptors of the Divine

Venerable, high-ranking and strategically adept knights form the backbone of the Preceptors of the Divine. The order is equal to Avatars and Archknights in importance, but where they are the champions of defensive and offensive melee combat, the Preceptors might be considered the more strategic type. The training they receive ensures that the Preceptors are capable of protecting the war party with retributive protection spells, regardless of the situation or enemy.

Maximum level: 20

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

regen: sp - - - - 2 - - - - - - - - - 2 - - - - 2
stat: constitution 1 1 1 - - 1 - 1 - 1 - - 1 - - 1 - - - 3
stat: strength 1 - - - - - - - - - 1 - - - - - - - 1 -
stat: wisdom - - 1 - - - 1 - - - 1 1 - - 1 - - 1 - -
regen: hp - 2 - - - - - - - - - - 1 - - - 1 - - -
stat: intelligence - - - 1 - - - - - - - - - - - - 1 - - -
stat: dexterity - - - - 1 - - - 1 - - - - 1 - - - - - -
regen: ep - - - - - - - - 2 - - - - - - - - - - -

Skill Matrix

Skill Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

medium armours 55 55 55 60 60 60 60 60 65 65 65 65 65 65 65 65 65 65 65 65
offensive battle strategy - - - - - - - - - - 5 15 25 35 40 45 50 50 50 50
spears 65 65 65 65 70 70 70 75 75 75 75 75 75 75 75 75 75 75 75 75
etiquette 55 55 60 60 65 70 75 75 80 80 85 85 90 95 100 100 100 100 100 100
concentrated attack 35 35 40 40 45 45 50 55 55 55 60 60 65 65 70 70 80 80 80 80
staves 65 65 65 65 70 70 70 75 75 75 75 75 75 75 75 75 75 75 75 75
faith 45 50 50 55 55 60 65 65 70 70 70 75 75 75 75 75 75 80 80 80
concentrated defence 35 35 35 35 35 35 35 40 40 45 45 50 50 55 55 55 55 55 60 60
channel elemental energy 45 45 50 55 55 60 65 65 70 70 70 75 75 75 75 75 75 75 75 80
cleave 25 25 30 30 35 35 40 40 45 45 45 50 50 50 55 55 60 60 60 60
heavy armours 55 55 55 60 60 60 60 60 65 65 65 65 65 65 65 65 65 65 65 65
counter-attack 10 15 20 35 40 45 45 50 55 60 65 70 75 75 80 85 90 95 100 100
controlled retreat 15 15 20 25 30 30 35 40 45 50 55 60 65 70 70 70 70 70 70 75
offensive 30 35 35 35 40 40 40 40 45 45 50 50 50 55 60 60 55 60 60 60
deft 30 35 35 40 40 45 45 50 55 60 65 70 75 80 80 80 85 85 90 90
restrain elemental energy 45 45 50 55 55 60 60 60 60 65 70 70 75 75 75 75 75 75 75 80
concentrated casting 20 20 25 25 30 30 35 40 40 45 45 50 50 55 55 55 55 55 60 60
hammers 65 65 65 65 70 70 70 75 75 75 75 75 75 75 75 75 75 75 75 75
continuous assault 10 20 30 25 30 35 35 40 45 50 55 60 65 70 75 75 75 80 80 85
prayer 55 55 60 60 60 65 65 65 70 70 75 75 80 85 90 90 90 90 90 90
polearms 65 65 65 65 70 70 70 75 75 75 75 75 75 75 75 75 75 75 75 75
flails 65 65 65 65 70 70 70 75 75 75 75 75 75 75 75 75 75 75 75 75
thrust 25 25 30 30 35 35 40 40 45 45 45 50 50 50 55 55 60 60 60 60
essence of true ritual 30 30 35 40 45 45 45 50 50 50 55 60 60 60 65 65 60 65 65 70
enhance criticals - - - - - - - - 10 20 30 40 45 50 55 60 60 65 65 65
flail 25 25 30 30 35 35 40 40 45 45 45 50 50 50 55 55 60 60 60 60
swords 65 65 65 65 70 70 70 75 75 75 75 75 75 75 75 75 75 75 75 75
maces 65 65 65 65 70 70 70 75 75 75 75 75 75 75 75 75 75 75 75 75
self-control 30 35 40 45 50 55 60 60 60 65 70 70 75 75 75 75 75 75 75 80
weapon parry 35 40 40 45 45 45 50 50 50 50 50 55 55 55 55 55 55 60 60 60
pierce 25 25 30 30 35 35 40 40 45 45 45 50 50 50 55 55 60 60 60 60
shields 65 65 65 65 70 70 70 75 75 75 75 75 75 75 75 75 75 75 75 75
elemental empathy - - - - - - - 5 5 10 10 15 15 20 20 20 25 25 30 30
block 35 40 40 45 45 45 45 50 50 50 55 55 55 60 60 60 60 60 60 60
swing 25 25 30 30 35 35 40 40 45 45 45 50 50 50 55 55 60 60 60 60
find weakness - - - 5 15 20 25 30 35 40 45 50 55 60 65 65 65 65 65 65
light armours 55 55 55 60 60 60 60 60 65 65 65 65 65 65 65 65 65 65 65 65
blow of justice 65 65 70 70 70 70 75 75 75 75 75 75 75 75 75 75 75 80 80 80
shield bash 60 60 65 65 65 65 70 70 70 75 80 80 80 80 80 80 75 80 80 80
defensive battle strategy - - - - - - - - 10 10 20 30 35 40 45 50 55 55 60 60
shield parry 35 40 40 45 45 45 50 50 50 50 50 55 55 55 55 55 55 60 60 60
avoid hits 30 35 35 35 35 40 40 40 40 45 45 50 50 50 50 50 50 50 50 50
dodge 30 35 35 35 35 40 40 40 40 45 45 50 50 50 50 50 50 50 50 50
axes 65 65 65 65 70 70 70 75 75 75 75 75 75 75 75 75 75 75 75 75

Spell Matrix

Spell Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

test of the elements - - - - 30 40 50 55 60 65 70 70 75 75 80 80 85 90 95 100
shield of faith 70 70 75 75 75 80 80 80 80 85 85 85 85 85 85 85 85 85 85 85
chromatic barrier - - 30 50 60 65 70 75 80 80 85 90 95 100 100 100 100 100 100 100
element barrier 70 75 80 85 90 90 95 95 100 100 100 100 100 100 100 100 100 100 100 100
element sequencer 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
globe of vengeance - - - - - - - - 30 40 50 60 65 70 75 80 85 90 95 100



Holy Order of Air

The Holy Order of Air is a templar order devoted to the element of air, studying the use of its energy. In a combat situation their mission is to reduce and nullify the effects of any asphyxiation-based spells cast at friendly troops. Every templar is free to study and learn here until the fifth level. Only those worshipping the same element gain complete understanding of its powers at levels six and seven.

The mastery spells of the order are 'evacuate', an effective transportation spell that can be used to evacuate allies when they are about to die, and 'flux sphere', a potent offensive spell which multiplies the lightning damage done to the target.

Maximum level: 7

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7

regen: sp 2 - - - - - 2
stat: constitution - 1 - - 1 - 1
stat: wisdom 1 - 1 - - 1 -
regen: hp - - - - 3 - -
stat: strength - - - 1 - - -

Skill Matrix

Skill Name 1 2 3 4 5 6 7

elemental empathy +5 - - +5 +5 - +10
elemental focus of air 20 40 55 65 75 85 100
dodge - - - - - - +5
first aid - - 10 20 30 35 35
bond of air 30 45 55 65 75 90 100
essence of true ritual - - - - - +5 -
channel elemental energy - - - - +5 - -
faith - - - +5 - - -
self-control - - +5 - - - -
restrain elemental energy - +5 - - - - -

Spell Matrix

Skill Name 1 2 3 4 5 6 7

martyr shield of air - - 50 65 80 90 100
elemental shield of air 40 50 60 70 80 90 100
tool of swift justice - - - 50 70 85 100
flux sphere - - - - - 70 100
evacuate - - - - - 70 100



Holy Order of Water

The Holy Order of Water is a templar order devoted to the element of water, studying the use of its energy. In a combat situation their mission is to reduce and nullify the effects of any fire-based spells cast at friendly troops. Every templar is free to study and learn here until the fifth level. Only those worshipping the same element gain complete understanding of its powers at levels six and seven.

The mastery spell of the order is 'divine rain of judgement', a spectacular multi-purpose spell that can have a variety of effects, depending on the target of the spell.

Maximum level: 7

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7

regen: sp 2 - - - - 1 2
stat: constitution - - - - 1 - 1
stat: wisdom - - 1 - - 1 -
regen: ep - - - - - 1 -
regen: hp - - - - 1 - -
stat: intelligence - 1 - 1 - - -
stat: strength 1 - - - - - -

Skill Matrix

Skill Name 1 2 3 4 5 6 7

concentrated casting - - - - - - +5
elemental empathy +5 - - +5 +5 - +10
swimming - - 10 20 30 35 35
elemental focus of water 20 40 55 65 75 85 100
bond of water 30 45 55 65 75 90 100
essence of true ritual - - - - - +5 -
channel elemental energy - - - - +5 - -
faith - - - +5 - - -
self-control - - +5 - - - -
restrain elemental energy - +5 - - - - -

Spell Matrix

Skill Name 1 2 3 4 5 6 7

divine rain of judgement - - - - - 70 100
martyr shield of water - - 50 65 80 90 100
elemental shield of water 40 50 60 70 80 90 100



Holy Order of Fire

The Holy Order of Fire is a templar order devoted to the element of fire, studying the use of its energy. In a combat situation their mission is to reduce and nullify the effects of any cold-based spells cast at friendly troops. Every templar is free to study and learn here until the fifth level. Only those worshipping the same element gain complete understanding of its powers at levels six and seven.

The mastery spell of the order is 'fiery ardour', a powerful envigorating enchantment that increases one's heartbeat and improves virility in other ways too.

Maximum level: 7

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7

regen: ep 2 - - - - - 1
stat: strength - - - - - - 1
stat: wisdom - - 1 - - 1 -
regen: hp - - - - - 1 -
regen: sp - - - - 2 - -
stat: constitution - - - - 1 - -
stat: dexterity 1 1 - 1 - - -

Skill Matrix

Skill Name 1 2 3 4 5 6 7

concentrated casting - - - - - - +5
elemental empathy +5 - - +5 +5 - +10
bond of fire 30 45 55 65 75 90 100
camping - - 10 20 25 30 30
elemental focus of fire 20 40 55 65 75 85 100
essence of true ritual - - - - - +5 -
channel elemental energy - - - - +5 - -
faith - - - +5 - - -
self-control - - +5 - - - -
restrain elemental energy - +5 - - - - -

Spell Matrix

Skill Name 1 2 3 4 5 6 7

martyr shield of fire - - 50 65 80 90 100
elemental shield of fire 40 50 60 70 80 90 100
fiery ardour - - - - - 70 100



Holy Order of Earth

The Holy Order of Earth is a templar order devoted to the element of earth, studying the use of its energy. In a combat situation their mission is to reduce and nullify the effects of any lightning damage inflicted on friendly troops. Every templar is free to study and learn here until the fifth level. Only those worshipping the same element gain complete understanding of its powers at levels six and seven.

The mastery spell of the order is 'strength of one', which enables even the weakest of mages to fight bravely alongside the warriors by increasing their strength and health.

Maximum level: 7

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7

regen: sp - - - - - - 2
stat: constitution - 1 - - 1 - 1
stat: wisdom - - - 1 - 1 -
regen: hp - - - - 3 - -
stat: strength - - 1 - - - -
stat: dexterity 1 - - - - - -
regen: ep 2 - - - - - -

Skill Matrix

Skill Name 1 2 3 4 5 6 7

elemental empathy +5 - - +5 +5 - +10
elemental focus of earth 20 40 55 65 75 85 100
concentrated defence - - - - - - +5
bond of earth 30 45 55 65 75 90 100
essence of true ritual - - - - - +5 -
channel elemental energy - - - - +5 - -
faith - - - +5 - - -
self-control - - +5 - - - -
restrain elemental energy - +5 - - - - -

Spell Matrix

Skill Name 1 2 3 4 5 6 7

tool of hard justice - - - 50 70 85 100
martyr shield of earth - - 50 65 80 90 100
elemental shield of earth 40 50 60 70 80 90 100
strength of one - - - - - 70 100


Secondary guild

Arm of justice

Arm of justice, a branch of the templar guild, consists mostly of valiant citizens and adventurers who have seen the forces of evil wreak havoc in the valley, and now wish to contribute and put an end to them. The members of Arm of justice are able to call spells from all of the four elemental spheres to some degree, making them fearsome adversaries. Members of the guild help to uphold the law along with the more devoted templar knights.

Maximum level: 15

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

stat: wisdom 1 - - - 1 - - - 1 - - - - - 1
regen: ep - - - - - 1 - - - - - - - 1 -
stat: constitution - - 1 - - - - - - - - - 1 - -
regen: sp - 1 - - - - - 1 - - - 1 - - -
stat: strength - - - - - - 1 - - - 1 - - - -
regen: hp - - - 1 - - - - - 1 - - - - -

Skill Matrix

Skill Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

elemental focus of water - - - - - - - - - - - - - - 40
elemental empathy - - - - - - - - - 10 +5 +5 +10 +10 +10
bond of fire 12 +3 +3 +3 +3 +3 +3 +3 +3 +5 +3 +3 +3 +3 +3
elemental focus of earth - - - - - - - - - - - - - - 40
elemental focus of fire - - - - - - - - - - - - - - 40
channel elemental energy 20 +3 +3 +3 +3 +3 +3 +3 +3 +5 +5 +5 +5 +5 +5
bond of air 12 +3 +3 +3 +3 +3 +3 +3 +3 +5 +3 +3 +3 +3 +3
elemental focus of air - - - - - - - - - - - - - - 40
bond of water 12 +3 +3 +3 +3 +3 +3 +3 +3 +5 +3 +3 +3 +3 +3
restrain elemental energy 20 +3 +3 +3 +3 +3 +3 +3 +3 +5 +5 +5 +5 +5 +5
faith 15 28 +3 +3 +3 +3 +3 +3 +3 +5 +5 +5 +5 +5 +5
bond of earth 12 +3 +3 +3 +3 +3 +3 +3 +3 +5 +3 +3 +3 +3 +3
etiquette 40 +20 - - - - - - - - - - - - -

Spell Matrix

Spells Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

test of the elements - - - - - - - - - - - - - 40 +40
element sequencer - - - - - - - - - - 20 40 60 80 100
tool of hard justice - - - - - - - - - 10 +10 +10 +10 +10 +10
element barrier 7 +1 +1 +2 +2 +2 +3 +3 +4 +4 +4 +4 +4 +4 +4
tool of swift justice - - - - - - - - - 10 +10 +10 +10 +10 +10
instrument of the gods 20 +2 +2 +2 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4

Requirements

  • At least at level 50.
  • Not member of guild:
* Initiates of Shadowdancers
* Templar Initiates
* Scions of the cursed blood
* Wilders of Aegic
  • Not member of race:
* cancun, dark elf, brownie, gnome, snakeman, troll, derro, beholder, chitine, spell-weaver, mold man, ciloss, avan, reed, saerka.
  • Must have an element.
  • Must not have negative reputation in the city of Vaerlon.

Location

Inside the main guild.