Initiates of temperance

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Introduction

The Brotherhood of Temperance is a guild of monks located at the Cloister of Temperance far in the wilds away from any civilization. There, the monks dedicate their entire life to solitude in hopes of achieving enlightment through meditation and inner peace. Do not be fooled by their reserved nature however, as they are also masters of the martial arts. A well trained monk will be able to dish out much damage really at a fast rate. Never requiring sleep, monks endlessly mediate and train to make their mind and body into one powerful force.

Hence, the Monks of Temperance is a unique fighting guild, relying on their bare hands and feet as well as their mind. The major stats for a monk is dexterity and strength, while wisdom and constitution are minor stats. Charisma and intelligence is not important. The medium sized and large sized races are better attuned to become a monk, while thri-kreens are not allowed to join because of their anatomy.

In order to join the Brotherhood of Temperance, one will have to make a far journey to the Cloister of Temperance, hence it is not recommended for a new player to choose monks as a first guild, because the journey is difficult. It is easier to access a guild near or in town to be able to frequently train and study, rather then having to make a long trip every time you want to train.

To get a good idea of the location of the guilds, use the World map as a guide as to where you are going. The monks guild will be in the northeast quadrant at the end of very long path (peach colored line). Vaerlon will be the yellow patch located east of a volcano (orange circle) that is in the middle of the western border of the map. Travel on the road (black lines) that leads furthest east from Vaerlon until it goes into a mountain (grey areas). To make travel faster, use capitalized directions (W, E, S, N, etc) in order to walk along the road. Also, remember to avoid lakes (~) as you will surely drown and traveling at night because you might run into an aggressive undead. When you reach the mountain, walk back west (W) 3 times to avoid a lake when you head north. After that, head north until you reach a river. Do NOT cross to the other side; you want to stay south or east of it. Follow north along the river until you reach a swamp (red s). Then you will follow along the swamp (instead of in it as that would require more endurance) until you reach a river. Follow along that river, which will split into an east river and north river. You can do two things:

  • You will want to follow along the north river (so cross the east river) and then the river will split once again. This time instead of going north you will follow along the east river, which will run into a path. Take the path north and at the end of it will be the monks guild.
  • After crossing the east river, instead of following the river north until it splits again, you can go north along the river a bit and then cut through the forest northeast, which should bring you to the path. If you hit a river instead, go east along the river and you should see the path.
  • Races allowed to join: Antaeun, B'rogh, Brownie, Reed, Dark elf, Derro, Dwarf, Elf, Firbolg, Gnome, Halfling, Human, Leprechaun, Mold man, Orc, Shadowperson, Snakeman, Troll

Once you've made your way to the monks guild, talk to Brother Selgadon about rituals to join the guild. Follow his directions and you'll be a monk in no time.

Masteries

  • Absolute aegis: Staff mastery, it gives you automatical crits from the attacks you get from parrying
  • Hand of gods: Mastery for hand of gods skill (who would have guessed?)
  • One with nothingness: Reduces gem drain
  • Runic enhancements: Makes your runes load faster
  • Grandmaster of crane style: No information yet.
  • Grandmaster of dragon style: No information yet.
  • Grandmaster of eagle style: No information yet.
  • Grandmaster of leopard style: No information yet.
  • Grandmaster of snake style: No information yet.
  • Grandmaster of tiger style: No information yet.
  • Zen archery: It some times allows you to instantly finish your shot when you start combat with a bow.

The styles

Crane style

Crane style is graceful, effortless and fluid. While technically a defensive style the power of this style comes from the enlarged striking zone granted by the user's leg span and how his constant movement and reposition of his entire body forces his opponents to stay at a certain distance where the crane user wants his opponent to be so that he can use minimal effort to deflect the strikes of his opponents while giving himself the maximal power and strength behind his own kicks to end the fight in a single decisive strike. Crane style is extremely powerful among the staff fighters as the staff doubles the effectiness of their style when their hands practically become a second pair of legs to be used against their foe and partially freeing their own legs to deliver even more devastating strikes.

Dragon style

Dragon style is a highly defensive style that focuses on buying enough time for the monk to pinpoint and exploit weaknesses of their opponents until they gain an opportunity to use that weakness and strike. Providing no opening without first letting your opponent open each time the dragon master avoids their opponent's attacks they gain ground and grow in power to the point that their single strike is enough to decide the outcome of the fight. While crane style relies on constant movement and reach to keep the foes in bay the dragon style focuses on evasion through as little as possible movement. Many opponents rejoice too early that they have managed to land a fatal blow to the dragon user just to be disappointed for a brief second by their near miss before their jawbone makes friends with their brain tissue.

Eagle style

Eagle style is all about speed and precision. User of eagle style attacks his opponents with his fists at amazing speed without losing accuracy and can deliver the tremendous strenght behind his blows into a very small area causing massive damage. This uncanny accuracy allows a master of eagle style to instantly subdued his opponents with a series of lightning fast precision nerve strikes to vital spots in their body.

Leopard style

Leopard style is powerful, firm and aggressive. Masters of this style strike directly without hesitation, utilizing speed, agility and power to shatter opponents' defenses. They are the foremost supporters of the idea behind the striking the lightning and believe that a block is wasted energy and movement that could be used to strike fast, strike hard and strike to decide the battle before it even has started. When your opponent dies in a blink of an eye there is rarely need to defend yourself against their attacks. Although if he doesn't then the leopard style will lose its power fairly rapidly and changing to some other style is a good idea.

Snake style

Snake style is a defensive style that uses both hands and feets equally to attack the user's opponents. The fighting style is very rapid and fluid and able to mold and change as is needed. Snake style user's ability to react to any attack makes him nearly impossible to hit. Also this rapidity of unexpected movements allows the snake style user to wait for perfect moment to strike, most usually right after a well-performed strike and use his own whole body to strike at the opponent. While the snake style itself might not be the most strongest of styles masters of other styles seek to master the snake style also as they wish to incorporate this fluidity of movement into their own techniques.

Tiger style

Tiger style is renown from its extensive footwork that includes for example very flashy acrobatic kicks. When a tiger user engages into a combat he is a total opposite of a leopard user who strikes immediately with everything he has. Tiger user starts slow and slowly builds up in strength and speed. Like a tiger who can track pray for days until its strength is gone, the tiger style user becomes the more dangerous the longer the fight drags on. Tiger master often use leopard style or dragon style in conjunction with the tiger style to either give them explosive start while quickly building up their strength, in essence never losing that explosive power they had in start or to build up their own strength and speed even faster by avoiding and blocking their opponents attacks with the dragon style.

Runes

  • Arc flash nexus: This rune causes your attacks to do partially lightning damage.
  • Blood of dragon: This rune allows monk to use his inner strength to some times instantly cast spells for free.
  • Body of steel: Increases natural armor
  • Body slam : Single use special attack
  • Flameheart : This rune causes your attacks to do partially fire damage.
  • Frostcore : This rune causes your attacks to do partially cold damage.
  • Heart of griffon: Decreases the ep cost for skills
  • Impulse of vigor: When rune is active, there is a chance when you do a Critical hit that you gain Impulse of vigor that makes next motion of combat do more damage
  • Pearl of wisdom: Increases wisdom
  • Resosance of soul : This rune causes your attacks to do partially sonic damage.
  • Stone feet: Increases possible damage with feet
  • Stone fist: Increases possible damage with hands
  • Tenacity of wolf: Reduces the cost of momentums

Guild structure

                                Initiates of Temperance
                                       (1 level)
                                           │
                                School of Temperance
                                       (15 levels)
                                           │
                                     Warrior Monks
                                      (25 levels)
           ┌───────────────────────────────┤
           │                       Road of Temperance
           │                           (7 levels)
Path of grandiose melee                    │
      (3 levels)                           │
                                  ┌────────┴─────────────────────┐
                                  │                              │
                                  │                              │
                             Circle of Elders       Order of the unyielding hand
                             (4 levels)                     (5 levels)

Initiates of Temperance

Maximum level: 1

Bonus Matrix

Bonus name 1
stat: constitution 2
stat: strength 2
stat: dexterity 2
regen:hp 2

Skill Matrix

The Initiates of Temperance do not offer any skills.

Spell Matrix

The Initiates of Temperance do not offer any spells.


School of Temperance

School of Temperance has to be passed before becoming a warrior monk. The training is extremely hard and requires lots of self-control and discipline. The members of the school master the art of martial combat.

Maximum level: 15

Bonus Matrix

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

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

Skill Matrix

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

resist exhaustion 10 15 20 23 26 29 31 33 35 37 39 42 44 46 47
meditation - - - - - - - - - 5 10 15 20 25 30
kick 14 21 28 35 42 49 56 63 70 77 85 92 99 100 100
melee 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80
concentrated attack 6 9 12 15 18 21 24 27 30 33 36 39 42 45 48
concentrated defence 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30
self-control 6 9 12 15 18 21 24 27 30 33 36 39 42 45 48
martial arts 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32
double kick - - - - - - - 5 - 10 15 30 40 50 60
light armours 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75
feet maneuvers 6 9 12 15 18 21 24 27 30 33 36 39 42 45 48
offensive flow 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32
avoid hits - - - - 2 4 6 8 10 12 14 16 18 20 22
dodge - - - - 2 4 6 8 10 12 14 16 18 20 22
determination 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32
hand maneuvers 6 9 12 15 18 21 24 27 30 33 36 39 42 45 48


Warrior Monks

Warrior monks are individuals that have completely sacrificed their lives for training the principles of temperance and martial arts. They truly are masters of unarmed combat, and cabable of defeating their foe without any armour or weapons. Where school of temperace required lots of training, warrior monks require complete dedication to reach the total self-control. With this control and thorough knowledge of martial arts they are cabable of controlling the 'motion of combat', which is the ultimate weapon for warrior monks.

Maximum level: 25

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25

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

Skill Matrix

Skill Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25

resist exhaustion 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72
meditation 33 36 39 42 45 48 51 57 60 63 66 69 72 75 78 81 84 87 90 93 96 99 100 100 100
motion of combat 5 10 15 20 25 30 35 45 50 53 56 59 62 65 68 71 74 77 80 83 86 89 91 94 100
continuous assault - - - - - - - - - - - - - - 8 12 16 20 24 28 32 36 40 44 45
melee 85 90 95 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
swerving motion 2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 100
stunning - - - - - - - - - - - - - - 4 6 8 10 12 14 16 18 20 22 25
enhance criticals - - - - - - - 6 9 12 15 18 21 24 27 30 33 36 39 42 45 48 51 54 57
combine techniques - - - - 4 8 12 20 24 28 32 36 40 44 48 52 56 60 64 68 72 75 78 81 85
concentrated attack 51 54 57 60 63 66 69 75 78 81 84 87 90 93 96 99 100 100 100 100 100 100 100 100 100
feet of focus - - - - 3 6 9 15 18 21 24 27 30 33 36 39 42 45 48 51 54 57 60 63 65
concentrated defence 31 32 33 34 35 36 37 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 60
self-control 51 54 57 60 63 66 69 75 78 81 84 87 90 93 96 99 100 100 100 100 100 100 100 100 100
martial arts 34 36 38 40 42 44 46 50 52 54 56 58 60 62 64 66 68 70 72 74 76 77 78 79 80
double kick 70 80 90 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
find weakness - - - - - - - 6 9 12 15 18 21 24 27 30 33 36 39 42 45 48 51 54 57
contact reflexes - - - - 3 6 9 15 18 21 24 27 30 33 36 39 42 45 48 51 54 57 60 63 65
true stillness 3 6 9 12 15 18 20 24 26 29 32 35 38 41 44 47 50 53 56 59 62 65 68 71 75
combat sense - - - - - - - 6 9 12 15 18 21 24 27 30 33 36 39 42 45 48 51 54 57
combat analysis - - - - 3 6 9 15 18 21 24 27 30 33 36 39 42 45 48 51 54 57 60 63 65
feet maneuvers 51 54 57 60 63 66 69 75 78 81 84 87 90 93 96 99 100 100 100 100 100 100 100 100 100
offensive flow 34 36 38 40 42 44 46 50 52 54 56 58 60 62 64 66 68 70 72 74 76 78 80 82 85
avoid hits 24 26 28 30 32 34 36 40 42 44 46 48 50 52 54 56 58 60 62 64 66 68 70 72 75
dodge 24 26 28 30 32 34 36 40 42 44 46 48 50 52 54 56 58 60 62 64 66 68 70 72 75
determination 34 36 38 40 42 44 46 50 52 54 56 58 60 62 64 66 68 70 72 74 76 78 80 82 85
hands of fluency - - - - 3 6 9 15 18 21 24 27 30 33 36 39 42 45 48 51 54 57 60 63 65
hand maneuvers 51 54 57 60 63 66 69 75 78 81 84 87 90 93 96 99 100 100 100 100 100 100 100 100 100
master of six styles - - - - - - - - - - - - - - +5 - - - - - - - - - -


Road of Temperance

After mastering their skills as a warrior monk elder monks become grand masters who have devoted their whole life to hone principles of temperance and techniques of martial arts. The grand masters of the road of temperance are unstoppable in combat and can easily defeat any opponent they encounter.

Maximum level: 7

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7

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

Skill Matrix

Skill Name 1 2 3 4 5 6 7

continuous assault 48 53 56 60 63 67 70
blind fighting 10 20 35 50 60 75 90
stunning 36 42 47 52 58 62 65
enhance criticals - - - - - 70 80
combine techniques 88 89 91 93 94 97 100
feet of focus 70 72 74 76 82 89 100
concentrated defence 62 64 66 66 67 68 70
martial arts 81 82 83 84 85 87 92
find weakness - - - - - 70 80
true stillness 78 80 82 82 87 94 100
combat sense 60 62 65 68 70 73 75
combat analysis 67 70 72 78 82 85 90
offensive flow 87 88 89 89 90 95 100
avoid hits 77 77 80 84 84 88 95
dodge 77 80 80 80 84 88 95
hands of fluency 70 72 74 76 82 89 100

Circle of Elders

Training under master Craeli

Master Craeli is one of the four elemental grand masters who share their knowledge about road of temperance to the younger members of the brotherhood. He teaches the path of earth.

Maximum level: 1

Bonus Matrix
Bonus Name 1

regen: hp 1
stat: constitution 1
Skill Matrix
Skill Name 1

continuous assault +5
determination 100
dodge +2
avoid hits +2
martial arts +2


Training under master Dahgor

Master Dahgor is one of the four elemental grand masters who share their knowledge about road of temperance to the younger members of the brotherhood. She teaches the path of fire.

Maximum level: 1

Bonus Matrix
Bonus Name 1

regen: ep 1
stat: dexterity 1
Skill Matrix
Skill Name 1

continuous assault +5
dodge +2
avoid hits +2
find weakness 100
martial arts +2


Training under master Wiraseth

Master Craeli is one of the four elemental grand masters who share their knowledge about road of temperance to the younger members of the brotherhood. He teaches the path of air.

Maximum level: 1

Bonus Matrix
Bonus Name 1

stat: dexterity 1
regen: sp 1
Skill Matrix
Skill Name 1

continuous assault +5
dodge +2
avoid hits +2
contact reflexes 90
martial arts +2


Training under master Larerrad

Master Larerrad is one of the four elemental grand masters who share their knowledge about road of temperance to the younger members of the brotherhood. He teaches the path of water.

Maximum level: 1

Bonus Matrix
Bonus Name 1

stat: wisdom 1
regen: sp 1
Skill Matrix
Skill Name 1

continuous assault +5
enhance criticals 100
dodge +2
avoid hits +2
martial arts +2


Order of the unyielding hand

Hand of gods are monks who are deeply devoted to the elemental gods and finding harmony in the world. Like the name suggest they focus mainly on fist attacks and incorporate the harmony with the elements into their combat maneuvers. As the phase changes so does the effects of this harmony of combat styles and elements. Some of the grandmasters of Temperance have developed new combat methods to ward off enemies in combat. Unlike majority of monks they have taken a weapon, staves in particular, and turned them into an ultimate defensive weapon. They use their staff very seldomly as an offensive weapon, except to gain advantage in combat by throwing their opponents off balance with their masterful parries and sweeps. Since their hands are most of the time holding the staff members of the order focus on kicks and feet maneuvers but might occasionally use their elbows and fists also.

Maximum level: 5

Bonus Matrix

Bonus Name 1 2 3 4 5

regen: ep 1 - 1 - 1
stat: strength - - - 1 1
regen: hp - 1 - 1 -
stat: dexterity 1 - 1 - -
stat: constitution - 1 - - -
Skill Matrix
Skill Name 1 2 3 4 5

elemental empathy 20 40 60 80 100
block 20 40 60 80 100
situation awareness 10 20 30 40 50
unbending defence 20 40 60 80 100
hand of gods 20 40 60 80 100
defensive feint 12 24 36 48 60
controlled retreat 10 20 30 40 50
master of six styles 20 40 60 80 100
acupuncture 20 40 60 80 100
chaotic assault 12 24 36 48 60
weapon parry 20 40 60 80 100


Path of grandiose melee

Path of grandiose melee offers unarmed fighters to hone their skills in using of combat maneuvers and hit styles to totally new level. The teachings of the path are very flexible and both Monks of Temperance and Gaesati shapeshifters have been able to develop their own way of using them in their own style of combat.

Maximum level: 3

Bonus Matrix

Bonus Name 1 2 3

stat: dexterity - - 1
stat: constitution - 1 -
stat: strength 1 - -

Skill Matrix

Skill Name 1 2 3

slash 20 40 60
chop 20 40 60
cleave 20 40 60
thrust 20 40 60
impale 20 40 60
flail 20 40 60
crush 20 40 60
pierce 20 40 60
  • Requirements:
  • You must pass 2 out of the following:
  • Guild: Warrior Monks at level 15
  • Guild: School of Temperance at level 15
  • Location: Little bit west of Monks in the heart of the dense forest.

Secondary Guild

Requiem Order

An era ago a rift formed into the seemingly peaceful order of Temperance, which led into a part of the order being cast off as heretics and shunned upon, for they did not share the grandmasters' view that traditions and teachings of the order belong to dedicated monks alone. This smallish group, led by a skillful warrior monk known as Artanas Kalei, soon established an enclave near the actual order and begun to offer their teachings to everyone, except the psionicists, as they were considered to already possess a good amount of knowledge and skill in meditation. The followers of St. Artanas is a guild of warrior monks that have partly forsaken their old ways.

Note:

  • You will charge your runes by meditating
  • You will be able to join your corresponding elemental subguild
  • You will not get the traditional monk jewel
  • You will be able to join the elemental priest subguild after completing the Requiem Order.
  • Scions of the cursed blood may only join earth and fire priest subguilds.

Maximum level: 10

Bonus Matrix

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

regen: ep - 1 - - - 1 - - - 1
stat: wisdom 1 - - - 1 - - - 1 -
regen: sp - - - - - - - 1 - -
stat: dexterity - - 1 - - - 1 - - -
regen: hp - - - 1 - - - - - -

Skill Matrix

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

resist exhaustion +2 +2 +2 +2 +2 +2 +2 +2 +2 +2
meditation +3 +3 +3 +3 +3 +6 +6 +6 +10 +13
contact reflexes +1 +1 +1 +1 +1 +2 +2 +2 +2 +2
blind fighting 5 +4 +4 +4 +4 +9 +9 +9 +9 +9
combat sense +1 +1 +1 +1 +1 +2 +2 +2 +6 +6
defensive battle strategy - - - - - +4 +4 +4 +4 +4
determination +2 +2 +2 +2 +2 +4 +4 +4 +4 +4
avoid hits +1 +1 +1 +1 +1 +3 +3 +3 +4 +4
dodge +1 +1 +1 +1 +1 +4 +4 +4 +4 +4
brawling +2 +2 +2 +2 +2 +7 +7 +7 +7 +7
self-control 5 +3 +3 +3 +3 +13 +13 +13 +13 +13
concentrated defence - - - - - +4 +4 +4 +4 +4
double kick 5 +5 +5 +5 +5 - - - - -
kick 5 +5 +5 +5 +5 - - - - -

Requirements

  • At least at level 50.
  • Not member of guild:
  • Initiates of Temperance
  • Initiates of Air
  • Not member of race: beholder

Location

Inside Monks.


Neophytes of water

Neophytes of Water are monks who worship Albila as their patron god and have taken the path of Water. Order of Water teaches them basics of the priesthood and some lore of water. Promising neophytes are also taught several helpful spells.

Maximum level: 4

Bonus Matrix

Bonus Name 1 2 3 4

stat: wisdom 1 1 2 1
regen: sp - - 1 2
stat: constitution 1 1 - -

Skill Matrix

Skill Name 1 2 3 4

thaumaturgic intuition - - - 30
water doctrine 20 40 60 80
auramancy 15 30 45 60

Spell Matrix

Spell Name 1 2 3 4

karmic justice 15 30 45 60
thirst for knowledge 20 40 60 80
embrace of rimewind 20 40 60 80

Requirements

  • You must pass 1 out of the following:
  • Guild: Requiem Order at level 10
  • Guild: Initiates of Temperance at level 1
  • Element: water

Location

Inside Priests of Water.


Neophytes of Earth

Neophytes of Earth are monks who worship Dhubr as their patron god and have taken the path of Earth. Order of Earth teaches them basics of the priesthood and some lore of earth. Promising neophytes are also taught several helpful spells.

Maximum level: 7

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7

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

Skill Matrix

Skill Name 1 2 3 4 5 6 7

concentrated casting - - - 3 6 9 12
essence of true ritual - - - - - - 5
earth doctrine 15 20 30 40 45 50 55
rite of success - - - - - 5 10
earth lore - - - - - 10 15


Spell Matrix

Spell Name 1 2 3 4 5 6 7

essence of the nether - - 20 30 40 50 60
bless 20 25 30 35 40 45 50
power of earth 10 20 30 40 50 60 70

Requirements

  • You must pass 1 out of the following:
  • Guild: Requiem Order at level 10
  • Guild: Initiates of Temperance at level 1
  • Element: earth

Location

Inside Priests of Earth.


Neophytes of Air

The Neophytes of Air is the first step on the path to becoming a Priest of Air. Joining this guild requires either membership of the Initiates of Air or Temperance. The Neophytes can already learn to handle the power of Air quite well and use it to heal and aid other people.

Maximum level: 7

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7

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

Skill Matrix

Skill Name 1 2 3 4 5 6 7

concentrated casting - - - 3 6 9 12
chirurgy - 15 20 30 35 40 50
essence of true ritual - - - - - - 4
air doctrine 15 20 30 40 45 50 55
rite of success - - - - - 5 10
melee 10 12 15 18 20 25 30

Spell Matrix

Spell Name 1 2 3 4 5 6 7

smoke of relaxation - - - 10 20 30 35
healing touch 30 45 50 60 70 80 85
healing breeze - - 10 15 20 30 38
healing glow - - 15 20 25 35 40
lesser purgation - 25 30 35 40 50 50
smoke of rejuvenation - - - - - - 10
minor suffocation 20 30 40 45 50 55 60
smoke of healing - - - 10 20 30 35

Requirements

  • You must pass 1 out of the following:
  • Guild: Requiem Order at level 10
  • Guild: Initiates of Temperance at level 1
  • Element: air