Abilities & Spells

Character Level, Skill Level, Ability Level and Ability Tiers

Player Level starts at 1 and can potentially increase to 100.
Lesser Gods are Level 150+
Greater Gods are Level 250+
Elder Gods are believed to be Level 500+

Player Level, Tiers and Rankings

Basic Ranks per Player Level
Tier I, Level 1-19 Apprentice
Tier II, Level 20-39 Journeyman
Tier II, Level 40-59 Adept
Tier III, Level 60-79 Master
Tier IV, Level 80-100 Grandmaster

Experience and Leveling

Experience leveling is acquired through quests, skill leveling, monster slaying and general adventuring in the wilds. Most players can reach Level 60 with a consistent level of application and work, Level 80 only with great dedication and focus – and usually with some help via teamwork and guild-mates, and Level 100 only with the help of the Divine.

The experience gained through quests, training, skill leveling and combat is adjusted as follows:

Bonus Experience

Level 1-19: +50%
Level 20-39: +25%
Level 40-59: +0%
Level 60-79: -25%
Level 80-100: -50%​

Power leveling is possible, however, if a lower level player is grouped with higher level player (level 10 and level 100 for example) then the lower level player with get 10% of the 50% of experience points allocated to him, and the higher level player will get 50%. The remaining 40% difference goes to the gods. If however the lower level player dies, he looses 35% off his experience and skills as if he were a higher level player. Great risks come with great rewards and greater payback.

Skills

Skill Levels

1-19 Apprentice
20-39 Journeyman
40-59 Adept
60-79 Master
80-100 Grandmaster

Note: does not include bonuses to skills granted through items
Skill levels are generally acquired through training and study, and to a lesser extent through use in combat.

Skills that are not in the racial & class favoured skill groups incur a further -10% and -25% experience penalty depending on the level of difficulty.

90% of all skills require either a significant Intellect (intelligence) or Charisma (willpower) in order to master. Thus the following penalties apply to skill gain over 50:

For Intellect / Charisma under 20:
-25% Experience Penalty on Skill Increase (-35% for both stats)
For INT / CHA under 50:
-10% Experience Penalty (-15% for both stats)
For INT / CHA over 50:
+10% Experience Gain (+15% for both stats)
For INT / CHA over 75:
+25% Experience Gain (+35% for both stats)

Abilities and Spells

Abilities grant special benefits to various tasks, whether combat or non-combat, but have limited uses depending on numerous factors.

Ability Acquisition
There are two kinds of Abilities: Active and Passive. Active abilities must be cast, summoned or activated, Passive abilities operate all the time. Auras are classed as Passive Abilities, all Shield and Buff Abilities are classed as Active Abilities.

A player gains 2 ability point (active and passive) every 5 levels, beginning at level 1, plus:

  • Racial Abilities are acquired for free at Level 1 and increased at level 20, 40 and 60
  • 1 bonus point for completing a specific Epic Racial Quest (after level 60)
  • 1-7 bonus points for completing Divine/Epic Quests
  • Epic Quest Abilities may be acquired before the standard level requirements are met

Level 1: 2 active and 2 passive points
Level 20: 10 active and 10 passive points
Level 40: 18 active and 18 passive points
Level 60: 26 active and 26 passive points (with specialisation)
Level 80: 34 active and 34 passive points
Level 85: Bonus Unique Ability Combinations

Ability Levels and Tiers

Abilities and Spells have 4 stages of mastery: Tiers I, II, III & IV.
Tier I abilities can be acquired at player level 1, 5, 10 etc
Tier II abilities from player level 20+
Tier III abilities from player level 40+
Tier IV from player level 60+ (mages)
with bonuses from the class specialisation achievement.

For example, Mighty Blow, a fighter ability acquired from the Tier I List, has four possible levels, each of which give greater damage bonus. Level 4 Mighty Blow, which also adds a bonus to accuracy, can only be acquired at level 60 or through an Epic Quest.

Racial Abilities

Asura
Rend 
(as per Warrior Ability)

Lupus
Howl 
+5/10/15/20% Chance to Cause Fear with corresponding weakness to Accuracy and Dodge for 10/20/30/60 Seconds (a roll required for all three effects), 10 Minute Cooldown, No Resource Cost, Level 4: Gain Accuracy by the same amount, and Gain Stamina Renewal equal to .2% per Pack Member

Orc
Charge (Shield Charge or Weapon Charge as per Warrior Abilities)

Taurus
Slam (as per Warrior Ability)

Vanar
Leap (as per Warrior Ability)

Dwarf (All)
Aegis of Atropos 50/75/100% resistance to all spells and abilities affecting movement, 3/day, includes Haste, Slow, Frenzy, Cascade, Knockdown, Interrupt, Cold Debuffs, Choking and Drowning, 50% resistance to Entangle and Web, lasts 1 minute per 10 Vitality, -50% Movement Speed (does not affect attack speed) – Does not include resistance to Stun, Level 4: -25% Movement Speed, +25% Resistance to Stun

Burrow Dwarf
Bargain 
(passive) +5/10/15/20% Chance of financial gain on all financial interactions, Level 4: Conman, +33% Chance, +5% Chance for 100% Success, modified by Charisma and Luck

Dark Dwarf
Shapechange (as per Mage Ability) Limited to +/- 50% of original weight

Gold Dwarf
Ironskin (passive, as per Warrior Ability)

Mountain Dwarf
Hone
 (as per Warrior and Craftsman Ability)

Dark Elf
Fade 
(as per Mage Spell)

High Elf
Mana-less Cast 3/day (Tier I and II only)

Moon Elf
Charm 
(as per Mage Spell)

Sea Elf
Levitate 
(as per Mage Spell)

Wood Elf/Dryad
Heart of Oak .5/1/1.5/2% Health Renewal per round, 4 minutes, 3/day, 10 minute cooldown, applies to dryad only, 50 Mana per minute, Level 4: Unlimited Uses, 5 minute cooldown, +1% Stamina Renewal per round

Human
1 Bonus Active and 1 Bonus Passive Ability from Class list on Start-up (Tier I only)

Half-Breed
1 Bonus Active and 1 Bonus Passive Ability from Any Class on Start-up (Tier I only)
OR 1 Racial Ability

Barbarian/Wild-folk
Berzerkergang Resist All +10/20/30/40% for 5 minutes, +5% to all Resistance Caps, +10% More Damage, +10% Attack Speed, Kill all for 5 minutes, 1% Chance per 1 Intellect +1% per Level to recognise Friend from Foe, 3/day, Fatigue Status lasts 2 minutes, 200 Stamina per Minute, Level 4: Unlimited Uses, +20% More Damage, +20% Attack Speed

Goblin
Identify, Fake Death 
(as per Mage Spells)

Gnome
Ironskin, Construct (as per Warrior and Craftsman Abilities)

Pixie
Blink, Fade, Mirror Image, Light (as per Mage Spells)

Sprite
Blink, Frenzy (as per the Mage Spell and Warrior Ability)

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